Hi FD, Any plans to check the game breaking Submit and Highwake issue? ( Its basically an exploit )

That's true of any game. That's also the benefit of learning stuff.
It doesn't help someone who needs to get to a particular destination though. They'll still have to high-wake in again.
Oh by all means, if you really want to arrive you can high wake and come back in the system again. If the "baddies" are still here, jump in another system and bounce back. At some point the server will put you in another instance and you are free to go to your destination. I used and abused this with my little Courier, when Harma system was camped by enemies. No need to switch to solo mode, even open it's almost solo with instance :D
 

Majinvash

Banned
As you don't have evidence to support this opinion I would suggest you don't present it as if it is a fact.

Thank you.

A year later and its a huge issue.

That is pretty clear evidence that they are not doing "enough" about it

Majinvash
The Voice of Open
 
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Put the salt shaker down.

Rather than start spouting bile, think.

If you want to reduce the pirated rain of terror you need to be able to stop them, currently I can jump in a system get as many jollies as I want and then if all of the galaxies bounty hunters turn up to stop me. I don't care because I can escape ANY situation.

I just need to be able to survive for about 25 seconds after an interdiction. EASY!

Majinvash
The Voice of Open

Call it bile all you want, the odds/chance of a white knight bounty hunter being in the same system at the same time, being near enough to your interdiction on a player/target to influence it in any way are non existent, this is solely about targets getting away from you and Code, don't pretend otherwise. Nobody is going to stop anything, you know it, I know it and virtually every ship commander knows it. And by the way virtually no pirate/bounty hunter interaction takes place at the scene of a, for example, trader interdiction, most happen when a bounty hunter sees a bounty on a pirate in SC, there is an interdiction, they fight either to the death or one escapes. Even if the pirate dies how exactly does that help to protect anyone from anything when they respawn in a station, pay a pittance in insurance and get right back to it?
 
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Nothing stops you from making further suggestions to allow BHers to chase after pirates better. A rework of mass disruption maybe, or some more active solution to disrupt a ship's FSD that maybe would allow a FDL to stop a clipper from escaping?

40m/s higher boost speed void any option to mass-lock, FSD disrupt or whatever. The Clipper just flies long enough in a straight line and eventually it can jump freely. It'd need some kind of "prevent target boost and FSD" device for that. And this very device would be the ultimate tool for any pirate. And thus we are back full circle: this thread is not at all about allowing bounty hunters to pose a threat to pirates. It is about playing into the hands of the pirates under the disguise of the opposite.
 
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What about leave all the mechanics the way they are, so I can still run away, but you get a module that allows you to paint my ship for a while on the galaxy map? I'd happily play with gankers this way. I can run, you can chase, and if I screw up then it's my own dumb fault. Unlike the other way, when there's nothing I can do except wait for death or shift out.
 
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I do see OP's point. However, it is a bit depressing to have to die every time you lose at PvP if you enjoy flying ships without a godlike MLF.

What I would like to see is

A) Mass lock affects Hi-Wake FSD charge (but less so)

B) Add in a "Emergency FSD jump" as an additional use for materials.
i) It would immediately jump you without cooldown to a random system within your jump range
ii) Depending on the level (basic, improved or premium) you take module and hull damage

It gives players a "panic button" that incurs more costs than just standard hi-wake
 
40m/s higher boost speed void any option to mass-lock, FSD disrupt or whatever. The Clipper just flies long enough in a straight line and eventually it can jump freely. It'd need some kind of "prevent target boost and FSD" device for that. And this very device would be the ultimate tool for any pirate. And thus we are back full circle: this thread is not at all about allowing bounty hunters to pose a threat to pirates. It is about playing into the hands of the pirates under the disguise of the opposite.

Well yes, piracy and bounty hunting are very similar in their execution, so any change to one will most likely affect the other. But you seem to be operating along the assumption that piracy is a bad thing and therefore that we can't help bounty hunters because it would help pirates. The thing is, if well done, changes to piracy can make it better for both the pirate and the prey. As has already been said, giving pirates more options beside just shooting the target can only benefit both.

As you don't have evidence to support this opinion I would suggest you don't present it as if it is a fact.

Thank you.

Careful going that route Kerrash. The reason people complain about FD not doing anything about combat logging and cheating is that, by their own admission, and quite similarly to what a lot of other game devs are doing really, FD don't want to publicly shame the players caught cheating or give any info about what they're doing to their accounts, neither do they (understandably) want to disclose what steps they're taking to shield the game from cheating attempts.
By its very nature, this secretive method is open to the kind of criticism Majinwa levelled against it. FD do not want to present evidence regarding their anti-cheating policy, and therefore you can't expect people to assume that they are doing anything or at least doing enough. The only way we'll know that they are doing something is when we start to notice less cheating going on.
You believe FD when they say they're taking cheating seriously and that's good for you, but don't expect everyone else to reverse the burden of proof just based on their faith.
 
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I think Code used this as much as anyone tbh. You are right about it making a mockery of masslock, maybe make the masslock issue should have some carry over to high waking, tbh hard to see how it plays out with the new meta in 2.0 and how heat will effect people.

I think the place pvp is at right now in game (poor spot) it would be a really bad idea to change it, cutter plus anything in a wing would destroy anything not in a wing in 2.0, you cant have that happen, its straight up a bad idea to remove it with whats coming up. all i can think of is perhaps having a damge penalty to modules or something if you high wake whilst mass locked
 

Majinvash

Banned
I think Code used this as much as anyone tbh. You are right about it making a mockery of masslock, maybe make the masslock issue should have some carry over to high waking, tbh hard to see how it plays out with the new meta in 2.0 and how heat will effect people.

I think the place pvp is at right now in game (poor spot) it would be a really bad idea to change it, cutter plus anything in a wing would destroy anything not in a wing in 2.0, you cant have that happen, its straight up a bad idea to remove it with whats coming up. all i can think of is perhaps having a damge penalty to modules or something if you high wake whilst mass locked

Hi

We totally use it because its a game feature and would be stupid not to.

If we couldn't, we would have to seriously rethink engagements and operations.

Majinvash
The Voice of Open
 
There is a partial solution it is called a Wake scanner, you follow them into Hyperspace and keep pulling them out again till they submit or die.

If your ship doesn't have the range to follow their jumps, then maybe your pirating in the wrong ship, or need to adapt your pirate ship to allow it to jump further.

If done right this should produce epic pirating actions through multiple systems, predator and prey in a tussle for the goods.

Instead what happens now is pirates interdict in full wings of Clippers, which is a huge case of overkill in many cases, then moan when people high wake out.

What else are they supposed to do other than use their only possible means of escape?

This.

ExtraCharacters
 
So before everyone cries "oh but if it was removed it would increase griefing", you are wrong.
Having it removed would actually greatly reduce griefing, as the goodies would be able to stop the baddies.
And the baddies would have free access to all the noobies since they can't jump out. And since there are a lot more noobies than baddies, the net result would be:

*drumroll*

More griefing!

Elementary my Dear Majinvash.

This thin veneer of 'No really, I'm asking because of the goodies", is really quite transparent. Why not just own up to you wanting more time with your victim. I'll even play along you're requesting this time to *ahem* roleplay. Not to have more successful interdictions. :)

Ziggy, buying bridges since 07/12/2015.
 
Hi

We totally use it because its a game feature and would be stupid not to.

If we couldn't, we would have to seriously rethink engagements and operations.

Majinvash
The Voice of Open

well a cutter doing 360ish odd ms and literally masslocking every other thing in the game in a wing with some other combat ships would be the death of anything they interdicted if you couldnt high wake.

Dont get me wrong, pvp is not in a good state right now, it never has been, but i think if you change high wake jumps you need to look at how you mass lock people exactly. I am not even sure i like the mass lock mechanic in general, I mean it makes sense in the game sense but i dont like how it actuates in game.

A ship on its own against a wing of pirates needs an escape mechanism, regardless of the ships pursuing it..it needs a fighting chance, I mean its a game not the real world where the world is unfair, so what youd you suggest?
 
Maybe it should be harder to interdict, at both ends. As long as I'm looking at the screen when an interdiction starts, there's almost no chance of losing. Or perhaps if the warped space between the ships caused some kind of inertia, making it possible to shake someone loose.

The second time I tried to interdict someone, just as I tethered them they swerved, and I drifted into the sun. I'm not sure if that was a mechanic or a super fun coincidence, but the keeping the circle inside the other circle is pretty boring by itself.
 
ITT - proposal to allow pirates to mass-lock anything they liked to death.

ITT - proposal that assumes any and all bounty hunters fly anacondas capable of masslocking pirates to death.
 

Majinvash

Banned
well a cutter doing 360ish odd ms and literally masslocking every other thing in the game in a wing with some other combat ships would be the death of anything they interdicted if you couldnt high wake.

Dont get me wrong, pvp is not in a good state right now, it never has been, but i think if you change high wake jumps you need to look at how you mass lock people exactly. I am not even sure i like the mass lock mechanic in general, I mean it makes sense in the game sense but i dont like how it actuates in game.

A ship on its own against a wing of pirates needs an escape mechanism, regardless of the ships pursuing it..it needs a fighting chance, I mean its a game not the real world where the world is unfair, so what youd you suggest?

Honestly, I don't think every situation should be escapable.

If you get caught by a wing of cutters in a ship that cannot out run them, if you cannot outfly then while your fsd slowly charges. You die. That is how it should be, even as a game. The options of how not to be caught in that situation become far more import, along with having a wing of Cutters of your own to counter.

It works both ends.

If The Code and ToC were deciding to try and dominate a syste and we knew that it escaping the moment our shields dropped wasn't an option.
Firstly how much more exiting and meaningful it would be, but secondly we might not want to have it or we would certainly approach it in a very different way.

The same would happen in the greater Open environment, if either of our groups decided to blockade or undermine a system.
The counter force would be a real threat if they got organised.
Where as now they are a mild inconvenience.

Majinvash
The Voice of Open
 
I would totally agree to this on two conditions.

If a player interdicted me and then opened fire on me without any communication when I wasn't Wanted (clean status), then 10 NPC Federal Anacondas would spawn and instantly destroy them.

The same would happen if I dropped cargo and they attacked anyway.

This would not affect pirates at all, but griefers would all be insta-killed.

Fair?
 
So that means Solo pilots will be at the mercy of wings always. Yeah ... no, thanks.

And not being able to blockade a system is one of the best features of this game.

I like you guys as a mild inconvenience. It's a fitting role you play very well :)
 
So that means Solo pilots will be at the mercy of wings always. Yeah ... no, thanks.

And not being able to blockade a system is one of the best features of this game.

I like you guys as a mild inconvenience. It's a fitting role you play very well :)

Virtual rep given - I don't spread the love enough on the forums.

As Ziggy so brilliantly points out Maji, if only you were not part of a group that in the main flew in wings eh?
 
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