Elite not very dangerous ?

That necessary features have a detrimental effect on an optional play-style is both predictable and unfortunate - however it's not likely to change Frontier's stance. The furthest that Sandro seemed to be prepared to move on the delayed menu exit "issue" was to increase the delay, maybe, no promises, no guarantees - not stop players leaving the game.

I'd have no problem with an increased timer, but put the confirmation at the start in case real life comes calling.
 
That necessary features have a detrimental effect on an optional play-style is both predictable and unfortunate - however it's not likely to change Frontier's stance. The furthest that Sandro seemed to be prepared to move on the delayed menu exit "issue" was to increase the delay, maybe, no promises, no guarantees - not stop players leaving the game.

Frankly if you are under fire, have a limpet on you then you should not be able to exit. If you are parked, alone and still in space, then its fine. Otherwise its a giant get out of trouble gift card.
 
I wouldn't have bought the game without block, there's some people like station griefers I'd just rather not play with. They are the ones misusing the game, but I block them on sight so it's never an issue for me.

So, how then does FD tell the difference between you using the feature, and say someone in Powerplay who uses block to avoid interception the second time round, bearing in mind you are in an opt in feature within an opt in mode?
 
All that the harassing player(s) would need to do is "play pirate" to stop a player leaving the game indefinitely.

At some point you have to accept there is a cut off, and that if you go too far one way (or the other) it harms the game. IMO FD have gone too far with the protections at the expense of everything else.
 
So, how then does FD tell the difference between you using the feature, and say someone in Powerplay who uses block to avoid interception the second time round, bearing in mind you are in an opt in feature within an opt in mode?

I've already been reported for abusing it by some cheats and station griefers (according to them anyway) and nothing ever happened to I'd assume FDEV can tell.

Chain interdiction was actualy the example Sandro gave as a reason to block another player when it was introduced in 2014.
 
So, how then does FD tell the difference between you using the feature, and say someone in Powerplay who uses block to avoid interception the second time round, bearing in mind you are in an opt in feature within an opt in mode?
I can see that it could be argued that the first is intended use and the second is an exploit. If FD decree that it's an exploit I suppose they'll have to come up with a way to tell the difference. It looks hard, but not impossible. Heuristics based on recent game activity would be needed.
 
I've already been reported for abusing it by some cheats and station griefers (according to them anyway) and nothing ever happened to I'd assume FDEV can tell.

Chain interdiction was actualy the example Sandro gave as a reason to block another player when it was introduced in 2014.

And chain interdiction being a result of bad game design. Since players can avoid dropping at NAVs, drop into a NFZ almost instantly it negates many natural pirating zones.
 

Robert Maynard

Volunteer Moderator
At some point you have to accept there is a cut off, and that if you go too far one way (or the other) it harms the game. IMO FD have gone too far with the protections at the expense of everything else.
Frontier decided long ago that PvP would be optional - everyone backed or bought the game on that basis.

Some players can't accept that other players don't need to play with them at all or don't need to continue to play with them if it's not "fun".

The cut-off, in my opinion, may well have been reached prior to the design being published in 2012.
 
Frontier decided long ago that PvP would be optional - everyone backed or bought the game on that basis.

Some players can't accept that other players don't need to play with them at all or don't need to continue to play with them if it's not "fun".

The cut-off, in my opinion, may well have been reached prior to the design being published in 2012.

But you are not answering the question- even in an optional feature in an opt in mode there has to be a base state where a player cannot run so to allow piracy. It should not be up to a player to decide what is 'allowable' piracy or decide to log.
 
How do you design the game so you can't be chain interdicted ?.
A good question :) ATM doing some work toward Rear Admiral on my main, the amount of NPC interdiction attempts is silly when 24 jobs are stacked, each with the 'possibility of hostile ships' :) I think 5 in a chain has been the best so far...
 
We'll have to agree to disagree on the necessity for a means to potentially harass players.

Indeed. But its like playing Super Mario Brothers, falling into a pit and deciding 'hmmm,I don't agree with that death' and quitting to escape. Harassment should be fought- but it should not be done in such a way that it does not ruin one of the ways to play that gives the game some danger.
 
We'll have to agree to disagree on the necessity for a means to potentially harass players.
He's talking about the necessity for a means to be able to enjoy adversarial gameplay and you know it.
Adversarial gameplay =/= harassment. It is difficult to find a way that allows the one while trying to minimise the other, but that doesn't mean people shouldn't ask for it. Because for a lot of players (not you, you made that abundantly clear) it would make for a better game.
A game that would then still have two modes in which you would be entirely safe, by the way.
 

Robert Maynard

Volunteer Moderator
Indeed. But its like playing Super Mario Brothers, falling into a pit and deciding 'hmmm,I don't agree with that death' and quitting to escape. Harassment should be fought- but it should not be done in such a way that it does not ruin one of the ways to play that gives the game some danger.
If players could be trusted to "play nicely" then I'd agree.

They can't. Hence Frontier left it up to each player to decide which mode to play in, when to leave the game and who to add to their block-list.
 

Robert Maynard

Volunteer Moderator
He's talking about the necessity for a means to be able to enjoy adversarial gameplay and you know it.
I know - however there's no necessity for any player to enjoy adversarial gameplay.
Adversarial gameplay =/= harassment.
Not in most cases, no. However the fact that it can be used to harass would seem to be indisputable.
It is difficult to find a way that allows the one while trying to minimise the other, but that doesn't mean people shouldn't ask for it.
Other Developers have embraced it and called it gameplay. Frontier chose not to do that.
Because for a lot of players (not you, you made that abundantly clear) it would make for a better game.
A game that would then still have two modes in which you would be entirely safe, by the way.
Why not petition for a fourth mode to be added - Locked Open - with no menu exit if "in danger", no blocking, no mode changing - rather than making Open as it is even less attractive for those who don't enjoy the attentions of other players?
 
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That's the best bit of poop shifting for me, blast them all and scoop the mats.
Lovely :) Now they are getting to be mainly Annie's it will be worth it... A T10 was kind enough to 'donate' some very nice mats last night 😱

(Just as an aside - in a cutter (I hate that ship!) for the cargo hauling - and trying to be 'mostly' unengineered modules as I'll flog the useless heap as soon as I've ranked up, makes it even more fun!)
 
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