Apologies to the PvPer I just offended

Because an engineered killboat will destroy almost anything unless the pilot is new/inept.
And that's the rub. Most travel in hybrids with lite armour cargo low crap hulls n shields. G5 isn't the norm.
That's why gankers are hated. Because the fight is so uneven
 
This thread has itself been ganked by the last four or five posts as far as I can see. Why is it so difficult to partake in direct competition with other people without it getting so bitter? There are so many ways to avoid it, and yet what little there is gets consistently destroyed on this forum.
It's the way of things it seems. No surprise as you get the same comments in actual PvP games so it would follow in a game which is merely PvP enabled.

Not a bother really since gankers don't take part with the forums aside from screenshots for salt mining purposes. So at best it's shouting into the void, at worst giving gankers more to laugh about.
 
Regarding interdiction, I've have expected the larger, more massive vessel to be granted an advantage in the mini game, with the pilot of a smaller, more nimble craft suffering a penalty. I mean, a larger FSD could be expected to resist being thrown off course than a smaller one. Personally, I'd balance it in slight favour of the more massive ship and also have the process generate increasing heat over time. In theory a larger, cooler running Trade ship would have an advantage over a smaller, hot-running combat ship. Take too long, overheat and lose, suffer the FSD cool-down penalty. As it stands, the smaller ship seems to have all the advantages, other builds need to be more resistant. I don't see any way even two equally-skilled players, but one in a far less nimble ship, are not hugely miss-matched in the mini-game due to their load out choices. Make the interdictor need some skill to pull the interdictee out of SC at least.

I hate the interdiction mini-game, likely because I'm still traumatised by the amount of times it simply broke on me. It never occurs to me to fight it for that reason, though I should really try one more time to see if it's working better for me. My last few interdiction resistance attempts - prior to Odyssey - saw me never actually having the escape vector marker show up at all.
 
It is rigged in the favor of the offender.

Simply because even if i manage to escape from a gank, i still wasted my gaming time on an interaction that i dont really need nor want.
The interdiction itself is rigged for the interdictor - one needs a ship with higher supercruise maneuverability and way better skills at the minigame to evade the interdiction

That doesn't mean it's rigged. The game isn't rigged. It's a open world map with open world interactions. Those interactions can be co-op, they can be hostile or nothing at all. Basically it's a game like many others out there.

Now if you want to claim interdicting favors the interdictor then yes I would agree. I will argue the semantics of the wording because rigged has an inference of something unfair or cheating (fraudulent).

It certainly is rigged. It just looks all the same to you from your high meta chariot. It was always rigged but engineers put a whole new level of rigging to it.
I'm not sure what you mean by my High Meta Chariot. I take it to be some straw man argument to avoid the simple fact that it isn't rigged in the sense of cheating which is how I take it from your perspective. Maybe branching out to other games where ED isn't unique when it comes to interactions on an open worlds style map to broaden the perspective.
 
Because the fight is so uneven
The fight is uneven, not through the lack of available options for shield and hull on your ship, but from player education and protection.
The new player zone is a great and necessary thing to have but you leave it once you are only "mostly harmless". That player is not equipped (skills wise) for the galaxy. The game doesn't even adequately warn you about the dangers you might face. It just punts you out into the void of space.
If you know where to buy your next cheap ship you might go to Diaguandri. If you want a good boost in your FSD you'll head to Deciat. Neither are good places for new players.
But without wholesale changing the game the best protection for new players is to educate them on their own protection.
Namely, hull, shield and evasion.
 
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Robert Maynard

Volunteer Moderator
Why is it so difficult to partake in direct competition with other people without it getting so bitter?
If both parties actually want to compete through the medium of PvP combat it should not be difficult - however it seems that what often happens is that one player decides to attack another player with no guarantee that the other player welcomes the attack. As the attacker is under no obligation to make the encounter "fun" for the target so the target is under no obligation to make an unwanted encounter "fun" for the attacker.

One Dev noted long ago that Frontier are "well aware" that the majority of players don't get involved in PvP - which, taken with the recent Inara stats provided by Artie (covering tens of thousands of CMDRs over thirty days - and over 90% didn't get involved in PvP), suggests that an attacker is significantly more likely (of the order of 10x according to the Inara data) to attack a player who doesn't engage in PvP than one who does.
 
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Its mostly a case of unrealistic expectations...

Most people want...
giphy.gif


But they get this, instead...
starship-troopers-starship.gif


And the unrealistic expectations is not necessarily their own fault, at least the first time...or two...especially coming from other MMOs where things are done, well, differently...

IMO, PvP (gank?) evasion (submit, nav target another system, flying erratically during cooldown, etc...) should be one of the training scenarios...albeit an advanced one...
 

Robert Maynard

Volunteer Moderator
This is a massive misuse of statistics and assumes that all commanders put themselves into equally dangerous potential PvP scenarios.
How so?

Here's the data that was posted:
Artie said:
As this thread was brought to my attention and I was curious about it, some numbers from Inara (all game modes, last 30 days, sample size of tens of thousands of commanders). Expressed as percentage of the sample size:
  • 6% - players that were killed in PvP
  • 4.5% - players that killed somebody in PvP
  • 8.6% - players that were interdicted by another player
  • 3.3% - players that interdicted another player
It worth to be noted those numbers also include consensual PvP. Otherwise, interpret it as you wish. ;)
Link to post.
 
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well, a naive analysis assumes that people are attacking players selected entirely random from the pool of the entire playerbase - even if they're selecting randomly from the people in the same systems they frequent, that sample is going to skew more towards pvpers than the playerbase as a whole would suggest.

If a PvPer is in San Tu, for instance, and they pick a hollow pip entirely at random, there's an elevated chance that that hollow pip is another PvPer because why the hell else would you go to San Tu in open
 
Because an engineered killboat will destroy almost anything unless the pilot is new/inept.
And that's the rub. Most travel in hybrids with lite armour cargo low crap hulls n shields. G5 isn't the norm.
That's why gankers are hated. Because the fight is so uneven
And of course a PvP kilboat has much less to lose (just the rebuy cost) than someone doing other activities (cargo, stacked missions, rebuy & lost time).
 

Robert Maynard

Volunteer Moderator
well, a naive analysis assumes that people are attacking players selected entirely random from the pool of the entire playerbase - even if they're selecting randomly from the people in the same systems they frequent, that sample is going to skew more towards pvpers than the playerbase as a whole would suggest.

If a PvPer is in San Tu, for instance, and they pick a hollow pip entirely at random, there's an elevated chance that that hollow pip is another PvPer because why the hell else would you go to San Tu in open
Good point - which might suggest that there's even less likelihood of encountering a player who engages in PvP outwith particular systems.
 

Robert Maynard

Volunteer Moderator
That is the case in practice as many have said many times before. Outside of Founders & a few other hotspot systems the chances of being randomly attacked are pretty minimal.
Which means that those who choose to attack other players outwith those areas are pretty safe in that they are highly likely to be attacking players who don't engage in PvP.
 
As many will already know, and I just found out recently, there is a list of "hot spots"...

 
Which means that those who choose to attack other players outwith those areas are pretty safe in that they are highly likely to be attacking players who don't engage in PvP.
By definition those who are being attacked are engaging in PvP. It may not be consensual of course.
 
I wonder what PvP oriented players would think if there was a way a player could force them to do an activity they didn't want to take part in. I.e. the "do a trade run" cannon, or the "go mining" beam or perhaps a "go and change the outfitting on your ship" missile. Once engaged, of course they'd have to be interdicted first, the player can do nothing BUT that activity until the instigating ship decides otherwise or they die. Sounds really silly doesn't it? Though for many I expect it feels just like what's happening to us when we're forced into combat we cannot hope to escape. Obviously tongue in cheek, but you get my meaning.
 
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