Blocking players largely ineffective

I blocked a ganker, but I was instanced with him already twice within 1-2 weeks.
At this moment this function appears to be useless at best.

At least we should get a warning sign, that a blocked player is in the instance...
 
If you are playing in open play. This is a result of choosing open play.

If he is a member of a private group you are in. Then you should speak to whom ever runs the group.

The next easiest option is just wait until after 2.4 drops and see how things change. Crime and punishment will be coming. Maybe it will help.
This is where playing in a private group or solo is more enjoyable. I find people that play like that to be toxic and they are not welcome to my sessions. Thus, they can not bother me.
 
I am playing in open, because I feel it is how it meant to be played and otherwise NPCs are a not a threat unless I'm looking for trouble, and I'm not even a good pilot.
So I have no issues if I'm attacked in a haz res or at a CZ and I like the thrill flying into a CG system - I know my place and mostly (high) wake out, also I am able to fend off interdictions too.

I'm blocking players who are attacking in front of stations or repeteadly come after me without any reason.

And my issue is that we have a function that doesn't work properly and give a false perception that you can block certain players. At this point I think it would be better to delete this option.
 
It just reduces the chance, yeah it's badly named.

I think wing associations win out.

So think about a scenario :

A - You
B - The player you blocked
C - Some other CMDR

  1. A is in an instance in a system
  2. B + C are winged in another system
  3. C jumps into your system
  4. B tries to jump into your system

The game is faced with either breaking up the wing or putting a player in an instance with someone who has blocked them, neither of which is great.
 
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Reduces the chanes? What,.even blocking is RNG oriented? I definitely think that a player should be able to throw only some players out of his experience without needing to resort to solo or a limit himself to a group.
 
Reduces the chanes? What,.even blocking is RNG oriented? I definitely think that a player should be able to throw only some players out of his experience without needing to resort to solo or a limit himself to a group.

It's not RNG, think about the scenario above.

You say "a player should be able to throw only some players out of his experience without needing to resort to solo or a limit himself to a group", but you don't own the instance it's a shared space.

Like think about you're in a pub, but you have a blocklist saying you don't want to see Dave cos he's a . Well Dave's mate walks in, all is well, no problem. But two hours later well here comes Dave, what happens???

Dave wants to be with his mate, his mate is waiting for Dave to arrive, but you don't like Dave. It becomes a conflict that has to be resolved somehow.

If Dave was on his own then it wouldn't matter, the system could stick him in another pub, but he has friends that are not in your blocklist already there.

You simply do not have rights to control the pub (instance) it is shared.

To be honest I think the only real solution to this would be something like, your nemesis Dave walks in, so you get a pop up asking you if you want to leave the pub and go to another one.

But you can then see that just turns into a feature that can be abused to track players you want to grief.
 
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