Disappointed in Piracy gameplay at Interstellar Initiative

I'm very disappointed in the developer's complete lack of understanding about their piracy mechanics. I know we've always suspected this, but the current phase of the Interstellar Initiative and the Livestream from 9th May made this absolutely evident.

Let's look at the Executive Producer's approach to piracy in the Livestream:


In fairness, he admits he's not very experienced at piracy, so maybe we can forgive him for not bothering to check the T7's loadout for point-defence and ECM.
But when he says "I'm going to strip his shields and go in with a hatchbreaker" every pirate collectively facepalms. The devs made a very deliberate and conscious change to allow hatchbreakers to bypass shields years ago! Evidently, Adam didn't make any effort to do a bit of background reading or research, or better still try talking to some of the player pirates in the community to better demonstrate gameplay they expect us to get involved in.

Unfortunately, it gets worse.

My days of piracy are long behind me, but my husband is an active player-pirate. Last night I watched as he made his way out to the Initiative system to hunt for NPCs and players to steal Guardian trinkets from. Then a few things hit us - the system is HIGH security, with both dockable stations controlled by the ruling faction, with no Interstellar Factors facility. How is a genuine pirate supposed to ply their trade in this environment? Even disregarding the sheer difficulty in stealing from these heavily guarded convoys equipped with PD's and SysSec response in less than a minute, launching a hatchbreaker at a clean target is considered Assault - a bounty offence. With no way to clean the bounty, the pirate cannot repair or rearm at the system's stations because they will be Wanted and under Anonymous Protocols.

I'm not usual negative or overly critical of FDev; on the whole I love the game and I understand the difficulties in software development from first-hand experience. But this is a very disappointing demonstration of their lack of awareness of some gameplay styles and player perspectives.
 
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other pirates suggested letting the target jump away and pirating them in a nearby Anarchy system. And there is now an IF in HR 3005, which fdev added at the last minute (yes, an IF in a Prison - work that one out!).

Thanks Factabulous, we weren't aware of the IF there (y)
Good to see that they are at least responding to the feedback.
 
And there is now an IF in HR 3005, which fdev added at the last minute (yes, an IF in a Prison - work that one out!).

I'm glad they at least thought of adding a correctional facility to a nearby system this time. I had an, um, firegroup misconfiguration yesterday and half expected to end up 500ly away after not finding an IF in-system and turning myself in. I didn't notice that there's also an IF there; otoh it may be faster to just be sent to prison than flying there yourself...
 
Kari, not sure how far that IF is away but I think there is one in the asteroid base in pencil sector which is 180 lyrs away.

Did I share my patented but super secret method of getting past point defence? I think it's on the legion discord somewhere but yes you would need to let them jump first.
 

The Replicated Man

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I'm very disappointed in the developer's complete lack of understanding about their piracy mechanics. I know we've always suspected this, but the current phase of the Interstellar Initiative and the Livestream from 9th May made this absolutely evident.

Let's look at the Executive Producer's approach to piracy in the Livestream:


In fairness, he admits he's not very experienced at piracy, so maybe we can forgive him for not bothering to check the T7's loadout for point-defence and ECM.
But when he says "I'm going to strip his shields and go in with a hatchbreaker" every pirate collectively facepalms. The devs made a very deliberate and conscious change to allow hatchbreakers to bypass shields years ago! Evidently, Adam didn't make any effort to do a bit of background reading or research, or better still try talking to some of the player pirates in the community to better demonstrate gameplay they expect us to get involved in.

Unfortunately, it gets worse.

My days of piracy are long behind me, but my husband is an active player-pirate. Last night I watched as he made his way out to the Initiative system to hunt for NPCs and players to steal Guardian trinkets from. Then a few things hit us - the system is HIGH security, with both dockable stations controlled by the ruling faction, with no Interstellar Factors facility. How is a genuine pirate supposed to ply their trade in this environment? Even disregarding the sheer difficulty in stealing from these heavily guarded convoys equipped with PD's and SysSec response in less than a minute, launching a hatchbreaker at a clean target is considered Assault - a bounty offence. With no way to clean the bounty, the pirate cannot repair or rearm at the system's stations because they will be Wanted and under Anonymous Protocols.

I'm not usual negative or overly critical of FDev; on the whole I love the game and I understand the difficulties in software development from first-hand experience. But this is a very disappointing demonstration of their lack of awareness of some gameplay styles and player perspectives.
You know things are bad when the devs can't play their own game properly.
 
What I really don't like is the way FDev creates content that's more and more convenient for the player.
Obviously what people want is to have an amusement park with all kinds of activities conveniently tailored to their needs.
And that's how the game world looks like.

"Welcome to our system. Pirates please go this way, traders this way, bounty hunters to the left. Exploreres? Oh, yes, new discoveries are that way."
"Wait... what? You've not prepared a place to pay our bounty or to easily sell our stolen cargo? Blah! we're taking our pirate business elsewhere!"
"Please, stay! Just now we've placed new base with essential facilities in nearby system and actors playing victims were instructed to surrender faster!"

I like this game, mostly because there's nothing better out there right now in this genre, yet some parts of it are just depressing.
 
I'm very disappointed in the developer's complete lack of understanding about their piracy mechanics. I know we've always suspected this, but the current phase of the Interstellar Initiative and the Livestream from 9th May made this absolutely evident.

<snip>

Even disregarding the sheer difficulty in stealing from these heavily guarded convoys equipped with PD's and SysSec response in less than a minute

Well, I have played with FDEV-prefixed commanders who intimately know how piracy works, I guess Adam just likes to stay on the right side of the law. However, I agree that the system could be set up better for the Initiative.

The Convoy Dispersal scenarios may be fun for skilled pirates in larger ships, but they are a death sentence for less well heeled corsairs in small craft. However, I hear that the in-system ambient traffic you can interdict has the usual cargo, nothing related to the Guardians. Missed opportunity to provide fun at all levels. (And before anyone can say Void Opals, I can afford large ships, I just prefer to fly small ones).

It would be nice if there were a competing force near the system, offering their own CG to sell stolen goods to them.

What I really don't like is the way FDev creates content that's more and more convenient for the player.

On the one hand, I welcome the UI changes to make it easier for new players to orient themselves.

On the other, experienced players know where to find these types of gameplay, I would like to be able to turn off the icons in the nav panel and the large button linking to the player manual for each activity related to a nav panel entry.

Make it an in-world switch. New players' ships come with a Pilots Federation Provisional Commanders Docking Computer module on loan. The presence of this module enables the 'training wheels' UI features (and the 'Press RS Up To Launch' label whilst landed....) The module can be returned to the PF when no longer required and a 100000Cr bond will be returned to the commander on doing so.
 
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