General An option to automatically add to the block list.

Of all the smoothbrain ideas that I've seen, this is probably among the worst.

Blocking is to remove players (the people in front of the keyboard) who you don't like from your game. It is not to stop intended in game interactions.

Stop abusing the function that is meant for actual potential ToS breaches and the like. This is not what it is for. Play in solo if you're doing something and you don't want to be impacted by other players, it's that simple. Knowing that open is an unrestricted PvP environment the responsibility of the player and if they need to have their ship blown up to get that across, that's on them. Some of us took the time to understand how this open world multiplayer game worked before playing.
You can use :
MENU - SETTINGS - OTHERS - AUTOMATIC ADD KILL YOUR CMDR TO BLOCK LIST [OFF]

But you have to decide for yourself whether you need it or not. Playing on the fact that a person doesn't know what it is is a bad idea.

When they have a competition to open a defense, all competitors are given algorithms to protect, as winning on not knowing anything is a bad idea.
 
Many beginners don't know about the block list. I propose to make an option in the settings that will be enabled by default.
This option will automatically add the player who killed YOU to your blocklist.

This is a bad idea on so many levels. If they don't know about the block function, they can research it in case they REALLY have an issue.
While researching how not to be destroyed, they might find it more appealing to learn how to avoid being destroyed instead of the game artificially removing players from their game, without even being aware it does (as you suggested, enabled by default).
 
I think we should expand this to both auto-block and send a friend request simultaneously, just to cover all the bases... now that'll really confuse people!
 
This is a bad idea on so many levels. If they don't know about the block function, they can research it in case they REALLY have an issue.
While researching how not to be destroyed, they might find it more appealing to learn how to avoid being destroyed instead of the game artificially removing players from their game, without even being aware it does (as you suggested, enabled by default).
What makes you think it will be so?
Maybe he'll just quit playing when he sees how he can't even land a ship in Deciat?
 
What makes you think it will be so?
Maybe he'll just quit playing when he sees how he can't even land a ship in Deciat?

Because even before you start the game you're offered three modes, with descriptions of what each mode does.
There already you have 2/3 options of not being destroyed in Deciat.
Besides if a player is unwilling to learn, they're not going to get very far in elite, regardless of the block function.

EDIT:
And on the other side a player might want to start competing with other players and not know that the game has blocked certain amount of players from instancing with them. If you understand how block works with instancing, then you'll know that's an issue.
 
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Deleted member 121570

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Automatic anything is usually bad tbh. Also; shouldn't replace just being able to block people who haven't killed you.

Better to just push more publicity for the block function- it's a good feature and allows people control over their own experience.
 
If block was temporary and expired after long enough to prevent chain interdiction in the same session then it might not be an awful idea, and might be the reason someone kept playing the game or kept flying in open without becoming dismayed and disillusioned. Otherwise, it's an awful idea :)

I think this is the most meaningful option. When folks get irritated about gankers or random PVP from players of much higher skill than them, it's either because 1) They lost a lot of resources relative to their current status or 2) They are getting repeatedly intercepted while trying to leave a station or go somewhere (Such as in Deciat).

In the first instance, in most cases this is part of the game, but I think this is stretched if someone's going 1000 ly out to gank explorers hitting the Colonia highway. The random murder from gankers breaks immersion for me, especially when it's happening so far away from any political or PP actions. In the second instance, they are deliberately taking advantage of someone to ruin their experience And make no mistake- spawn camping like that, especially in newbie zones, isn't a "mark of a cutthoat galaxy" or a "mesage to git gud", it's trolling with graphics.

I don't think blocking is wrong, but I agree with a lot of the above posts that it shouldn't be automatic. You say that a new player isn't interested in revenge, but if they are interested and don't know about the auto-block, they'll get frustrated when they can't find their target. Even if a player wants a game as hardcore as possible, it also makes sense that they have the option to block someone with an end-game combat build designed to destroy sidewinders if they keep killing them at an early stage in the game. I've never understood the appeal of that beyond "trolling," which is a terrible reason to allow said behavior, but it doesn't matter when we also have tools at our disposal to prevent it.
 

Robert Maynard

Volunteer Moderator
I'm tired of reapeating the block is/isn't evil argument - you can check around other threads for why creating "block inflation" in this way might be a bad idea. I'm surprised you've not already come across these two-a-week threads.
.... and that's without any specific bonuses for playing in Open or Open only content. Even if such were to exist, I would not be at all surprised if the block feature were to remain as it is.
 
I think this is the most meaningful option. When folks get irritated about gankers or random PVP from players of much higher skill than them, it's either because 1) They lost a lot of resources relative to their current status or 2) They are getting repeatedly intercepted while trying to leave a station or go somewhere (Such as in Deciat).

In the first instance, in most cases this is part of the game, but I think this is stretched if someone's going 1000 ly out to gank explorers hitting the Colonia highway. The random murder from gankers breaks immersion for me, especially when it's happening so far away from any political or PP actions. In the second instance, they are deliberately taking advantage of someone to ruin their experience And make no mistake- spawn camping like that, especially in newbie zones, isn't a "mark of a cutthoat galaxy" or a "mesage to git gud", it's trolling with graphics.

I don't think blocking is wrong, but I agree with a lot of the above posts that it shouldn't be automatic. You say that a new player isn't interested in revenge, but if they are interested and don't know about the auto-block, they'll get frustrated when they can't find their target. Even if a player wants a game as hardcore as possible, it also makes sense that they have the option to block someone with an end-game combat build designed to destroy sidewinders if they keep killing them at an early stage in the game. I've never understood the appeal of that beyond "trolling," which is a terrible reason to allow said behavior, but it doesn't matter when we also have tools at our disposal to prevent it.
Why do many people think that newbies (and this is especially useful for them) know about the blocking mechanism?
I think that many newbies are not very familiar with these mechanisms.
Have you seen training scenarios in the game? Was there a training to include a player in the block list?
And if another player kills you, do they write to you that you can use the block list?
Why, when choosing an open game, there is no message that you can be killed here just for fun?
 
I'm pro block list, but I'm anti OP's suggestion.

What I would support is a setting that allowed players to avoid being instanced with other players of notoriety in high security systems, with the notoriety level being the determining factor as security level decreases. For example, no instancing with players of any notoriety in Hi-Sec, but in Low-Sec the notoriety has to be above 5 to avoid instancing with that player, and in anarchy anything goes. Again this would be an optional setting, so that PvP "good guys" can still hunt gankers, and if you get notoriety yourself, the "avoid bad players" option is turned off and grayed out until your notoriety decays to zero.
 
Why do many people think that newbies (and this is especially useful for them) know about the blocking mechanism?
I think that many newbies are not very familiar with these mechanisms.
Have you seen training scenarios in the game? Was there a training to include a player in the block list?
And if another player kills you, do they write to you that you can use the block list?
Why, when choosing an open game, there is no message that you can be killed here just for fun?

I don't think it would hurt to add "PVP enabled" in big red letters on the "Open Play" select. But "blocking" is a common mechanic across a lot of MMOs, and griefers are also common across many games.

If the argument is that the tutorial should be better, then I'd agree there. There's a lot of things that aren't obvious to new players, which is why the Fuel Rats tend to rescue players from the same systems over and over.

But I don't think it's a good idea to enforce options like blocking on new players. The issue isn't really that PVP occurs, or even that mismatched skill-level PVP occurs. The issues come more from "seal clubbing," where gankers camp Deciat and newbie systems to attack random players. Well, I say random, but it isn't really random- they don't attack players who would stand a chance against them in a fight. But I digress.

There's a lot of issues going on, but it seems to boil down to this:
  • Players get attacked, either by pirates or gankers. They decide to move to Solo or move to relatively unpopulated areas
  • Pirates and gankers can't find anyone, so they clump up in high-traffic areas (Engineers, newbie systems, CG, etc.). Because the more experienced players have learned to avoid them, the only targets available are newbies
  • Newbie enters game. They're likely aware that PVP is a possibility. They enter a high traffic area
  • Now a few scenarios arise. A pirate might attack them, but newbie likely doesn't have a lot of cargo and probably isn't interesting PVP to the pirate. A ganker will attack them, because they're an easy target and "noob salt tastes better." Maybe some gankers try and say "this teaches them the game is cut throat" except that the only places that are like this are high traffic areas.
  • Eventually, the only ones left in open in those high traffic areas are PVPers and noobs.
The current state of open means zero risk for traders/explorers 99.5% of the time, and getting curbstomped the other 0.5% of the time. I have never run into a pirate, I've only run into gankers, so there isn't even the reward of emergent gameplay or interesting RP if I go into open. It's not because the game is "crunchy" or "doesn't handhold", because Kenshi is set up in a similar way but is much better at signally risk/reward. Nobody has a complaint about a new character wandering up to a beak thing and getting eaten, because the thing looks intimidating and you've probably been attacked at least once before then and know that your character is weak. And in Kenshi, there are rewards for going into higher-risk and more dangerous areas later in the game.

ED isn't like that. There's no reward for doing exploration/trading in open. If people want to do PVP they can do PVP. If they don't they can do private group, solo, or blocking. It's got nothing to do with toughness, and instancing problems caused by blocks can be as much of a nuisance as having to redo hours of cartographic data.

If we wanted to promote the more "RP-heavy" or immersive PVP (IE, piracy) over ganking, then the game system should reflect the rewards of one being higher than the other. Which it already does, since you don't get someone's cargo if you blow up their ship. If we want to improve the tutorial to teach new players about the different social options, then I'm all for it, though there may be other areas of the game that need tutorial love as well.

So I agree that it's a problem, but I disagree with your solution. Maybe you could have it prompt the player after successive deaths to the same person (Sort of like how some games ask if you want to change to Easy difficulty after losing to a boss a few times). The thing is, most activities done by new players which would be undone by this sort of thing are easy to recover from. The most annoying one is if you get ganked at Deciat after getting meta alloys, since 300 Ly back to Maia is a long trip on the early ships.
 
Many beginners don't know about the block list. I propose to make an option in the settings that will be enabled by default.
This option will automatically add the player who killed YOU to your blocklist.

Example:
MENU - SETTINGS - OTHERS - AUTOMATIC ADD KILL YOUR CMDR TO BLOCK LIST [on] (default)
This seems slightly mischievous to me. I don't agree with the suggestion of automating blocking, but it's quite amusing that blocking threads like this usually let some new players find out that Block controls instancing as well as comms.
 
I'm pro block list, but I'm anti OP's suggestion.

What I would support is a setting that allowed players to avoid being instanced with other players of notoriety in high security systems, with the notoriety level being the determining factor as security level decreases. For example, no instancing with players of any notoriety in Hi-Sec, but in Low-Sec the notoriety has to be above 5 to avoid instancing with that player, and in anarchy anything goes. Again this would be an optional setting, so that PvP "good guys" can still hunt gankers, and if you get notoriety yourself, the "avoid bad players" option is turned off and grayed out until your notoriety decays to zero.
I like that idea a lot.
 
A. players who leave open because of being attacked dont want to actually play in open or aren't ready to. So playing in solo or group is where they should be playing, not playing in open with everyone hostile to them on a block list, effectively giving you solo mode while appearing to play in open.

B. who cares if the only players left for pvp players in open is other pvp players and players too stupid to figure things out by the time they leave the starter systems. The game hasn't fallen apart in the 5+ years it's operated that way.

C. block lists should only apply to communications. I dont agree with how fdev's block list operates. You shouldn't get to pick and choose who you instance with in open - that's the entire point of open.

D. the op's suggestion is unnecessary. Just switch modes until you're ready or in a safer place.
 
Isn’t the OP the same as your reverse-Iron Man thing that you used to do?

I thought you used to block those who killed you in a way that would earn them notoriety.
My system is my system, with the choice of who I manually block made by me, not some auto "block everyone who kills me no matter the circumstances" mechanism. No game I know of offers what the OP asks for, but there are games that provide temporary manual blocking for people who kill you for no good reason (parley in RDO, for example).

Regarding notoriety, I provide a potential automated instance management system as an alternative to the OP, just see my last post to this thread.
 
How about factions auto block anyone who kills someone from their faction.

If I'm gonna go shoot HIP 90210 Purple Future Gold Holdings ships, it only makes sense the game prevents them from ever having to deal with me again.
 

Robert Maynard

Volunteer Moderator
C. block lists should only apply to communications. I dont agree with how fdev's block list operates. You shouldn't get to pick and choose who you instance with in open - that's the entire point of open.
Open isn't as some expect it to be then - as the block feature and delayed menu exit have been features of the game for as long as the game has been released - and block has only ever been strengthened and made easier to use over time.

Players get to pick and choose who they instance with in this game, whether through mode choice or use of the block list to excise specific players from instancing with the player in either of the multi-player game modes - and their decision precedes and may over-ride the desire of any other player who wishes to play with them.
 
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