For those of you thinking about using couriers+iEagles to interdict and run from people, please do it! I never turn down the opportunity to collect free kills!
....
540 m/s? That's not running.
In a straight line? He had it coming.
For those of you thinking about using couriers+iEagles to interdict and run from people, please do it! I never turn down the opportunity to collect free kills!
....
Sandro Sammarco on using the block function to counter griefers in 2014.
Quote begins :
"Hello Commanders!
In this instance, blocking the Commander might prove quite useful.
When you block somebody, a couple of things should happen.
Firstly, you will receive no communications from them.
Secondly, during any transition where matchmaking is at work (so basically, hyperspace jumps, entering and exiting super cruise) you are much less likely to be matched with the blocked Commander.
Blocking becomes weaker when it comes up against friends (and next year, player wings), because if a blocked Commander is in the same session as a friend (say, because they haven't blocked the Commander, the blocking effect is overruled by the friendship matchmaking.
Outside of this case though, blocking should work fine"
Quote ends.
Link as it's to old to be directly quoted : https://forums.frontier.co.uk/showt...rdicted?p=1219313&highlight=BLOCK#post1219313
So much for the consensus that it was never intended to effect instancing or that it's use is somehow against the EULA/TOS/rules, it's use seems in fact to be the go to advice the lead designer gives to players when facing griefers. Like I said I researched my purchase.
Indeed, that is one slow courier build. In reality, a well flown Courier even one that only went 540 should have zero problems evading any FDL. Even a rinzler type like in the video above.
But yeah, as for the OP's plan, the idea to interdict is good, but if you are simply dying every time, then you will only slow them down maybe 10%. In these little "nothing ships", it takes them only 30 seconds to submit, kill you, and then jump back to SC. That leaves them with about 5 minutes of uninterrupted murder spree while you fiddle with the rebuy screen, and jumping back to SC and trying to reacquire a target.
Now, if you instead build a ship that can actually chain interdict the snot out of them, and also lead them on a merry chase, or even fight them until you choose to wake away, then you are tying up a nearly unlimited amount of their time, the more gaankers involved in chasing you the bigger your multiplier effect. Remember, it's important to let them think they have a chance to kill you so that they keep up the chase, so let them take a little hull as a carrot to keep them chasing you, and not someone who can't handle the heat.
There is also a strange feature of networking that will break up the ganker 8-wings as a side effect. If you create a multicrew, the netcode is so buggy that wings in the instance will break or at least fracture. Unfortunately it also breaks up Bounty Hunter police squads who are securing the area, so until Frontier fixes the net code for Multicrew, be careful when creating a MC at a popular CG.
I doubt that very much.
But it's easy to blame FD and the net code for things like this rather than the more likely culprit, the Internet.
Indeed, that is one slow courier build. In reality, a well flown Courier even one that only went 540 should have zero problems evading any FDL. Even a rinzler type like in the video above.
But yeah, as for the OP's plan, the idea to interdict is good, but if you are simply dying every time, then you will only slow them down maybe 10%. In these little "nothing ships", it takes them only 30 seconds to submit, kill you, and then jump back to SC. That leaves them with about 5 minutes of uninterrupted murder spree while you fiddle with the rebuy screen, and jumping back to SC and trying to reacquire a target.
Now, if you instead build a ship that can actually chain interdict the snot out of them, and also lead them on a merry chase, or even fight them until you choose to wake away, then you are tying up a nearly unlimited amount of their time, the more gaankers involved in chasing you the bigger your multiplier effect. Remember, it's important to let them think they have a chance to kill you so that they keep up the chase, so let them take a little hull as a carrot to keep them chasing you, and not someone who can't handle the heat.
There is also a strange feature of networking that will break up the ganker 8-wings as a side effect. If you create a multicrew, the netcode is so buggy that wings in the instance will break or at least fracture. Unfortunately it also breaks up Bounty Hunter police squads who are securing the area, so until Frontier fixes the net code for Multicrew, be careful when creating a MC at a popular CG.
This has been the case for a long while now, and was uncovered during the Salome event. It's pretty well documented. Denying it won't speed up the fix either![]()
Cobblers the wishful thinking and whiney entitled demands were that it would never effect instancing because of immersion or something equally vacuous, but that was always just noise from the usual suspects and never FDEV policy. The only big important forum "expert" point you've made is that you seem to have confused some of that three year old theory crafting with reality.
The block function finally works as it was always originally supposed to (I know I've tested it), I can and will use it however I like. It's probably best that you learn to live with that, and the fact that I'll be telling people all about it every chance I get since it's a very easy fix to some problems that are as old as the game and isn't being used or talked about as much as it should.
Interestingly, the only way that players could initially be blocked was after friending them
Now, if you instead build a ship that can actually chain interdict the snot out of them, and also lead them on a merry chase, or even fight them until you choose to wake away, then you are tying up a nearly unlimited amount of their time, the more gaankers involved in chasing you the bigger your multiplier effect. Remember, it's important to let them think they have a chance to kill you so that they keep up the chase, so let them take a little hull as a carrot to keep them chasing you, and not someone who can't handle the heat.
I'm hopeful that Frontier will come to realize that blocking affecting instancing is a far more severe issue than anything it was ever intended to solve and alter the feature to only block comms, friend requests, and the like, or at the very least adjust the weighing of the block vs other factors and add a separate block for comms.
This isn't true. No one ever on my block list was ever on my friends list, and I had blocked people before launch. They just needed to be in an instance with you at the time of the block.
It was also clearly not working as an instancing prioritization feature, or at least not as well, until relatively recently.
Interesting, my recollection may be inaccurate then. What did you use to block them, i.e. which sequence of UI interactions? I still can't find a way of blocking a player from the Main Menu (for non friends, that is).
Given that Frontier drew our attention to the blocking system in the Multi-Crew Beta stream (when explaining the revised Comms HUD panel), I'd expect that facilitating blocking was on their agenda - and, as Adam advised that blocking had not changed, it would seem that reduced likelihood of being instanced with a blocked player has been the intention from the outset (see the quote from Sandro above).
Interesting, my recollection may be inaccurate then. What did you use to block them, i.e. which sequence of UI interactions? I still can't find a way of blocking a player from the Main Menu (for non friends, that is).
.... probably because, before the in-game UI block capability, people had blocked players on their friends lists which works against
We know it was the intention, but I highly doubt they've fully grasped how it's being abused now that it really works and is easy to access. With enough time and enough Stigbobs out there, Open is going to be barely functional as Open, for anyone. I fully expect it to eventually be reduced to a collection of small private groups, with only the newest of CMDRs not having been blocked by enough people to be reliably instanced with those not on their friends lists.
This will take a while of course, but since they've added the networking page to settings my average rate of successful connections (which I check at the end of most sessions) has declined from 60% to 40% and my CMDR hasn't bad mouthed anyone, attacked anyone without provocation, or even so much as equipped an interdictor in that time. I'm also encountering some malefactors far more commonly than before at CGs, probably because as a player I refuse to block them, even if my CMDR despises them, while many others are all too ready to do so.
Still can't block people from the main menu (unless they are your friends), but you've always been able to block people from the comms panel -> contact tab.
Here, this is a screen cap I took from a video I made (for an exploit report) back in March 2015, and I know that block option has been there in some form much longer cause I had been using it since the 2014 betas:
http://i.imgur.com/N5Qi2Ol.jpg
There is more to it than this. Tests were done with blocking people that weren't friended. It never even occurred to me to friend someone to block them; I didn't even know that was a thing until reading it here more than a year after the fact.
Sandro Sammarco on using the block function to counter griefers in 2014.
Quote begins :
"Hello Commanders!
In this instance, blocking the Commander might prove quite useful.
When you block somebody, a couple of things should happen.
Firstly, you will receive no communications from them.
Secondly, during any transition where matchmaking is at work (so basically, hyperspace jumps, entering and exiting super cruise) you are much less likely to be matched with the blocked Commander.
Blocking becomes weaker when it comes up against friends (and next year, player wings), because if a blocked Commander is in the same session as a friend (say, because they haven't blocked the Commander, the blocking effect is overruled by the friendship matchmaking.
Outside of this case though, blocking should work fine"
Quote ends.
Link as it's to old to be directly quoted : https://forums.frontier.co.uk/showt...rdicted?p=1219313&highlight=BLOCK#post1219313
So much for the consensus that it was never intended to effect instancing or that it's use is somehow against the EULA/TOS/rules, it's use seems in fact to be the go to advice the lead designer gives to players when facing griefers. Like I said I researched my purchase.
I have to apologize then.
No you are right it was like that back at launch, then you just needed to have them targeted around the time of the speed limit introduction, now you can pick them out of your contacts panel but you have to have been instanced with them to get them onto your contacts.
Just accept that you are wrong with good grace. After spending 15 pages whining about the EULA, game ownership, trying to convince people blocking was against the rules, telling me you were done communicating with me 3 times in a week, you've now revealed you have (or had) more than 4 times the number of blockee's I've ever had.
https://forums.frontier.co.uk/showt...ing-With-You?p=5170594&viewfull=1#post5170594I'm going to say no.
Being able to select who you can and cannot encounter, in Open, is against the spirit of the mode.
I've got quite a few people on my block list because I find them to be offensive, annoying, or generally despicable. Now I've got to remove most of them from that list and listen to their drivel if I encounter them, because most of them aren't actually cheaters and aren't breaking any rules. The whole reason I'm in Open is so that I can experience the full spectrum of legitimate CMDR interaction.
We know it was the intention, but I highly doubt they've fully grasped how it's being abused now that it really works and is easy to access.
With enough time and enough Stigbobs out there, Open is going to be barely functional as Open, for anyone. I fully expect it to eventually be reduced to a collection of small private groups, with only the newest of CMDRs not having been blocked by enough people to be reliably instanced with those not on their friends lists.
This will take a while of course, but since they've added the networking page to settings my average rate of successful connections (which I check at the end of most sessions) has declined from 60% to 40% and my CMDR hasn't bad mouthed anyone, attacked anyone without provocation, or even so much as equipped an interdictor in that time. I'm also encountering some malefactors far more commonly than before at CGs, probably because as a player I refuse to block them, even if my CMDR despises them, while many others are all too ready to do so.
Still can't block people from the main menu (unless they are your friends), but you've always been able to block people from the comms panel -> contact tab.
Here, this is a screen cap I took from a video I made (for an exploit report) back in March 2015, and I know that block option has been there in some form much longer cause I had been using it since the 2014 betas:
http://i.imgur.com/N5Qi2Ol.jpg
Well after reading Sandro's words, I wonder if everybody at FDev is in sync with his thoughts about gameplay. Even more, I wonder if he still thinks the same. Anyway, regardless of what he thinks, I, as a player, expect different. IMHO Open shouldn't be like that. And just like me, many other CMDRs disagree. So, it's really a matter of, FDev's attention can't really cater to both, group's desires at the same time. I wonder then, which do they prioritize: the active player count, or the buyer count, or their vision regardless. Anyway, I wonder if, by removing Block, will they lose active players, or will they gain more players.
Whether it is abuse or a side effect encountered from it working as intended is a matter of opinion.