Blocking in Elite Dangerous

Yes, if I am in a short range blaster rail ship FDL and a Mamba interdicts me I will only stay and fight if the Mamba does not "reverski", that is, go backwards and shoot from a distance. If the Mamba reverskis my short range weapons are utterly useless so I high or low wake out. We PvPers often run away (high wake) out of organic engagements that are not to our advantage. Balanced PvP and duelling are another matter and we usually go to the death. And yes, if the target has moved on and it is viable for me to switch ships, I do. Keep in mind that I deliberately "friend" as many PvPers as possible in order to increase the probability of instancing with them correctly. Being on a friends list means your "friends" know which system you are in if you are in Open, so location becomes less of an issue. If I am in a wing, a wing member may have a wake scanner as well and that will sometimes help in the chase.


There is absolutely no difference. All of us outfit according to our particular needs. Be very grateful you don't have to engineer cargo racks or passenger cabins. :)


I don't have a negative impression of Carebears because I like being nice and cuddly. Also, I used to collect Hello Kitty and somewhere in our basement is upwards of thirty different Hello Kitty plushies dressed up in differing styles and outfits. In fact if there were to be a Carebear PvPer, I would be IT. However, I do apologize to those that are offended by my usage of the term.

[Edit: I just googled the term CareBear with regard to gaming. I am definitely not a Carebear in that I certainly do not want the game to be easier. And I love combat. However, I can completely empathize with the combat phobic.]

<shudders>

I am slightly perturbed. Not that you have Hello Kitty, per se, but that you have them in your BASEMENT! Storing such in the basement is a bit ominous and could easily be part of a horror movie script!

I'm only messing with you, LOL.

I only want to address one small detail from above. You mention "combat phobic". Please understand that it isn't a "phobia" that PvE players possess. PvE players don't think in such terms. It's simply that they do not have any notion that PvP is fun and entertaining or amusing. That is often the root problem here, that some of the PvP crowd denigrate those that have zero interest in PvP combat, because - using their own thought processes and vocabulary - they consider PvE players as "easy mode" lack of "risk", lack of "Danger", without stopping to consider that the PvE player that they are describing places no fun or value or interest in over-egged PvP combat. Particularly asymmetrical PvP combat that those extremist players wish to foist onto the PvE player.

By all means come at me in Open with a ship that more matches mine relatively evenly (instead of a several thousand roll engineered combat optimised fighter ship) - I would respect that highly. Dammit, come at me in Open in a ship that is tactically inferior to mine - I respect that even more - and I might even stick around to provide you with some "fun", before I realise that I'm out-skilled and need to wake out. If I can wake out in time. Props to players who bring "Danger" to PvE players in this manner, instead of n-th degree minimising their own "Danger" and sneering about others choosing "easy mode" (I mean, NOTHING could be more "easy mode" than a thousands of engineering rolls, combat optimised combat ship one-shotting a PvE vessel). But all hail the Block function when it is simply tedious, anti-social, asymmetric combat. Not that I've personally blocked anyone as of now except station rammers. Perhaps maybe a one-shot PKer as well? I've considered it more and more recently, to tailor my experience to suit my taste in fun and entertainment, but haven't... But I certainly do support the Block function as it is now embodied in the game.
 
I don't believe in this "negativity towards PvP". I've seen people saying they don't want to be attacked but I've never seen anyone say no-one else should be allowed to PvP.

Prove me wrong by quoting something if you can.
I will be waiting too, interested to see who said that. But of course the comment that has never been uttered is right up there with the other mythical quote that always appears - the infamous White Knight who regularly states the game is perfect. After all these years, I have never seen anyone seriously state that, yet every doom and gloomer has ...
 
The PVP'ers spend more time complaining about engineering than the PVE'ers. Negativity towards PVP is more "stop telling me how I have to play" than anything else.



The block function was a pre release thing it wasn't a later addition.



The imbalance is entirely in your choices. FDEV didn't make you do any of it.



That's not the game FDEV made though is it..



I doubt that, player choice is increasingly popular. Reduce it and you just reduce your potential audience.

Stop worrying about peoples menu choices so much and play the game in the way you enjoy with other like minded players.

  • The block function a release was just coms blocking. Instance block came later.
  • Imbalance is not a choice, unless you play Solo.
  • The game FD should have made, would be somewhere half way between what we have now and what I described.
  • Player choice is always popular. Players chose what they think is fun. If PvP was fun as an integral part of the game, more players would have chosen to give it a go.
  • I never worry about other players menu choices. I fully support the modes. I just don't like the block function, because it messes with instancing. If you block a bunch of players, I will get instanced with players with higher ping, when we are in the same system.

Not that it matters, but I never PvP my self. In the live game( not betas) I have never been killed by another player and I doubt I have killed any. This is because I never end up being attacked by anyone that I would have stood a chance against. They are prepped for PvP and I'm not. I run and nothing more happens.
I would have liked to do PvP from time to time, but I'm not prepared stop doing my regular stuff. As long as PvP is something you do in a special ship, that part of the game is broken to me.
 

Deleted member 182079

D
Not sure I like the way PvP and PvE players are described in this thread (and elsewhere) by some as two mutually exclusive groups. It's pretty easy to spot a PvP'er in game, but vice versa, slightly more difficult.

I'm considering myself to be mostly on the PvE side but I play almost exclusively in Open (see caveat below) - I can count on one hand the number of times I actively engaged another player (in over 4 years of playing the game). But it's definitely in a more passive fashion i.e. I take pleasure performing a successful Sir Robin maneuver rather than exploding other CMDRs' ships.

But at the same time, I do engineer my ships as much as possible, without going out of my way to grind for mats that is, in order to stand a chance of surviving in Open hotspots - and I usually do survive, unless I fly a paper ship, which I would've done knowingly so would be aware of the risks and therefore not be upset if I do get blown up.

It's gotten to the point where I'm almost dreading adding a ship to my fleet because of the engineering requirements. If the engineers got completely removed tomorrow, and were replaced by greater module diversity instead that isn't locked behind a grindwall (other than credits maybe), I'd be ecstatic - that would make building ships much more fun IMO as you could experiment a lot more. Alas, it is what it is so I have to live with it, and I do.

To get back OT, I think people using block to avoid PvP encounters is a bad idea - why not just use Solo/PG instead? I mean, I did exactly that last night in the combat CG - not because my ship wasn't fit for purpose (it is predominantly PvE but can easily survive a wing attack, unless they're organised of course), but because I spotted the usual gank squads camping the relevant CZ, and I wasn't in the mood to play cat & mouse with others, this time at least.

Switched to Solo instead, problem solved - sure, it would've been nice to wing up with other players in the CZ itself, but given the technical issues plagued by the game right now (rubberbanding, lag) it was a pretty pleasant and smooth experience all the same (training up an SLF pilot by them taking the helm of the mothership turns out to be a lot of fun!).

I ran into my fair share of hostile players (in-game wise) and a few of them cost me dozens of millions of rebuys and lost missions, but I wouldn't consider blocking them now... although I used to have a different view but see things different now, especially knowing the technical impact on instancing blocking can have. These players are just playing the game as they see fit i.e. they're not doing anything wrong warranting them to be blocked.

Reserve block for truly unpleasant individuals instead that you wouldn't want to ever play with again, such as persistent true griefers, and potty mouthed interweb hardmen with inadequate social skills.
 
Not sure I like the way PvP and PvE players are described in this thread (and elsewhere) by some as two mutually exclusive groups. It's pretty easy to spot a PvP'er in game, but vice versa, slightly more difficult.
I agree. It is really inane how some people seem to think there are 2 types of players in Elite Dangerous. Whenever people go PvPers are ... or PvEers are ... their opinion can immediately disregarded.

I am a PvEer myself, but I have had a lot of conversations with PvPers in game and on the forum. And the one thing that becomes clear pretty fast is that both groups consist of diverse players and it's impossible to characterize them. This also means that a single or small group of CMDRs cannot be the spokesperson(s) for either group.

edit: By the way, and I have said this often, this also means that the PvE / PvP divide that is often portrayed is fictional. There is no inherent PvE / PvP struggle.

If there is a divide to be made it's between those who try to pit the playerbase against each other by creating this imaginary divide and those who realise this is a poor representation of reality and shy away from making any sort of judgments towards either group.
 
Last edited:
  • The block function a release was just coms blocking. Instance block came later.
Because they hadn't finished implementing the whole thing. It was always intended to function as it now does now.

Sandro Sammarco in December 2014

"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"

Link as it's too old to be quoted : https://forums.frontier.co.uk/showth...CK#post1219313

For bonus points as to the intent of the block function the situation he recommended using block in was chain interdiction by another player.
 
Imbalance is not a choice, unless you play Solo.
Even in solo imbalance is a problem of game design. The studio head of Piranha Bytes confirmed this issue can occur in their games, due to way the game world is designed. Ideally the player should never be at fault for having a boring game experience, if he applies the tactics, strategies and assets the game provided him with. It is absurd to find it fine, if a player is punished for playing a game well.

Edit:
For bonus points as to the intent of the block function the situation he recommended using block in was chain interdiction by another player.
This is funny in retrospect. Due to Engineering even a mildly upgraded ship needs to be interdicted a couple of times in order for the pirate to shoot out the drives.
 
Last edited:
Even in solo imbalance is a problem of game design. The studio head of Piranha Bytes confirmed this issue can occur in their games, due to way the game world is designed. Ideally the player should never be at fault for having a boring game experience, if he applies the tactics, strategies and assets the game provided him with. It is absurd to find it fine, if a player is punished for playing a game well.

I enjoy my effectively indestructible builds, my all rounders and my comedy sub-optimal builds equally and I pick which one to use depending on what I want at the time. They all have one thing in common rebuy is optional, as that's down purely to knowing when and how to pull a Sir Robin.

Playing ED well means making the choices that you are happy with.
 

Deleted member 182079

D
I enjoy my effectively indestructible builds, my all rounders and my comedy sub-optimal builds equally and I pick which one to use depending on what I want at the time. They all have one thing in common rebuy is optional, as that's down purely to knowing when and how to pull a Sir Robin.

Playing ED well means making the choices that you are happy with.
While I largely agree with you (and follow a very similar playstyle and approach to my fleet), there are some exceptions. If you have a wing that runs highly complementary builds (say, one carries torps to take out your shields, the other FSD disruptors, the rest snipes your modules, etc.) then a rebuy is less optional of course. Although in that case they'd deserve kudos if they manage to bring down my 4/5k shield/hull Vette before I can high-wake.

Little anecdote, I once ran a shieldless Phantom out of ShinDez because I wanted to use it for those 180t cargo missions I'd normally pick my Python for (I got bored so tried something non-meta). While I thought it was reasonably well fitted and engineered to at least escape via hi-wake (it wasn't really, in hindsight - not enough HRP/MRP and reinforced core modules - the former not being possible as every slot was used for cargo), I didn't consider a CMDR following me out through the mailslot and attacking me before I could leave the system. Lesson learned though (stick to Solo with these builds).
 
Last edited by a moderator:
Ideally the player should never be at fault for having a boring game experience, if he applies the tactics, strategies and assets the game provided him with.
I confess to being bored with certain aspects of the game. For example, the combat zones, which offer some of the harder NPCs in the game. My boredom comes not from the lack of challenge, but rather the repetitive nature of combat. Ironically this also happens in PvP, where most players fly the same ships the same way using the same basic loadouts.

YAWN....

But at least in PvP there is a chance of encountering something unique, like the ship "Maximum Firepower" which was something totally new for me. It would be cool if the PvE side had more of this "what on earth is that?" moments. This could be done using the same AI but with unique "out of the box" builds. That's why I was thrilled when NPC cargo ships started dropping mines and running away when attacked, since this was new and different behavior. That said, when ALL NPC cargo ships do the exact same thing the same way, well...

It is repetition without surprise that leads to boredom, regardless of difficulty.
 
I enjoy my effectively indestructible builds, my all rounders and my comedy sub-optimal builds equally and I pick which one to use depending on what I want at the time. They all have one thing in common rebuy is optional, as that's down purely to knowing when and how to pull a Sir Robin.
In a game were you cannot fail, how much is a victory worth?

Edit:
I confess to being bored with certain aspects of the game. For example, the combat zones, which offer some of the harder NPCs in the game. My boredom comes not from the lack of challenge, but rather the repetitive nature of combat. Ironically this also happens in PvP, where most players fly the same ships the same way using the same basic loadouts.

YAWN....

But at least in PvP there is a chance of encountering something unique, like the ship "Maximum Firepower" which was something totally new for me. It would be cool if the PvE side had more of this "what on earth is that?" moments. This could be done using the same AI but with unique "out of the box" builds. That's why I was thrilled when NPC cargo ships started dropping mines and running away when attacked, since this was new and different behavior. That said, when ALL NPC cargo ships do the exact same thing the same way, well...

It is repetition without surprise that leads to boredom, regardless of difficulty.
Agreed, variation is desperately needed. Said CZs and also Wing Assassination missions always have the exact same targets.
 

Deleted member 182079

D
It would be cool if the PvE side had more of this "what on earth is that?" moments. This could be done using the same AI but with unique "out of the box" builds. That's why I was thrilled when NPC cargo ships started dropping mines and running away when attacked, since this was new and different behavior. That said, when ALL NPC cargo ships do the exact same thing the same way, well...
I think Elite's bugs cater very well for that already;)

Like that mining ship dropping .. erm... mines in defence of my attack. By boosting into the asteroid it was just mining and all his payload gets 'sploded right up his own behind. It was quite funny and certainly a WOEIT moment.
 
Agreed, variation is desperately needed. Said CZs and also Wing Assassination missions always have the exact same targets.
TBH, this is one of the reasons I've been flying a shieldless Hauler around CGs interdicting wanted players. Sometimes I like to be that "variation". It definitely gets people's attention! Though eventually I'll have to change things up a bit.

Oh, and I always try to have clever, unique comms. Griefers might be annoying, but NPC wedding barges are criminally RAGE INSPIRING! I'd give some real Arx to be able to block them.
 
In a game were you cannot fail, how much is a victory worth?
...
I think this illustrates some of the differences among us. Some people play in terms of success or failure; victory or defeat. Others like being a plausible space pilot in a huge galaxy, just doing things. Maybe other approaches could be articulated too.

Both approaches are fine. It's one of ED's strengths that it caters for both.
 
@Old Duck, have you considered just getting into the cheapest ship you can find, putting on a fsd interdictor, and start interdicting known griefers? Make sure that you lose the interdictions. If you do win one, hit silent running and turn the power off. You might find it more fun than blocking?
 
@Old Duck, have you considered just getting into the cheapest ship you can find, putting on a fsd interdictor, and start interdicting known griefers? Make sure that you lose the interdictions. If you do win one, hit silent running and turn the power off. You might find it more fun than blocking?
Never ever ever considered that.... LOL (search "Old Duck Hauler")
 
The biggest problem to this whole scenario is that threads like this and players frustration in game are are like rewards for bad behaviour. Life rule Rule number one is still, you don't reward bad behaviour.
 
TBH, this is one of the reasons I've been flying a shieldless Hauler around CGs interdicting wanted players. Sometimes I like to be that "variation". It definitely gets people's attention! Though eventually I'll have to change things up a bit.

Oh, and I always try to have clever, unique comms. Griefers might be annoying, but NPC wedding barges are criminally RAGE INSPIRING! I'd give some real Arx to be able to block them.

You have always had a way with mixing tings up to be fun for both you and those you interact with - but sadly you are in the clear minority - perhaps even a group of dare I say, 1.
I salute you.
 
Back
Top Bottom