General Hide 'player' ship on scanner and on the description - additional option

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You may esily recognize common pvp builds and avoid them. Its few clicks to know what is onboard and what ship may be used.


And the point of game is 'to know'. If someone do not know, and will fly into it, and again will havebad luck and will be recognized somehow by a ganker then will simply explode. Its a part of the game. Nobody is want to bring up 100% anti-gank button here.
Oh sorry from what you were writing I thought you had a specific set of features for a ganker build that were different from a generic PvP build.

You might not want that but I am sure that there are many that do.
 
There are also some gank specific sets, for example Anaconda Frags only - great for distant gank, but in overall i have on though just pvp builds.
 
I've read through this and I haven't seen what would be the benefit of the devs spending time changing things as opposed to people playing in solo when you want to be left alone.

If it's to get people into open who don't want to be there, please don't. We don't need more combat loggers.
 
Interdictions was balanced few times, and probably will be also in future, however, thats still not an issue
Who is it not an issue for? For you? However, for many players, particularly new players, it is most definitely an issue

Again about KWS - its again - matter of the implementation, to do it not just like 'a blip'. There can be many of ways, including not implementing that point at all.
I think you may have misunderstood what I was saying here. The "blip" I'm referring to is the signature of another ship on your radar. The one that you are proposing people be able to change from the current Hollow=CMDR, Solid=NPC at will, to allow them to ambush CMDRs much more easily than is currently possible, as NO early warning is given to the subject of the ambush.

You may esily recognize common pvp builds and avoid them. Its few clicks to know what is onboard and what ship may be used.
YOU may be able to "easily recognise common pvp builds and avoid them", but this is not a trivial matter for a new player. And as I've pointed out previously, once the "ganker" is settled in supercruise and has scanned all the ships currently in the instance, the matter of scanning a new arrival in the system is "a few clicks", whereas the newly arrived CMDR will have to carry out those "few clicks" many times to possibly find spot a "ganker", and even then, they will only spot them if they have a good understanding of what a PVP or "gank" build looks like, as opposed to the current state where they can immediately see the hollow "blip" and take appropriate action. Again, this hands MORE advantage to the "ganker" than they currently enjoy.

Not :) And what i wrote was confirmed by few other people.
According to the devs, it does.

https://forums.frontier.co.uk/threads/grief-interdicted.73923/#post-1219313

Of course, it's not 100% effective, but it DOES perform the function that you are repeatedly stating it doesn't. How effective it is, I couldn't say, as I don't use it.
 
Who is it not an issue for? For you? However, for many players, particularly new players, it is most definitely an issue


I think you may have misunderstood what I was saying here. The "blip" I'm referring to is the signature of another ship on your radar. The one that you are proposing people be able to change from the current Hollow=CMDR, Solid=NPC at will, to allow them to ambush CMDRs much more easily than is currently possible, as NO early warning is given to the subject of the ambush.


YOU may be able to "easily recognise common pvp builds and avoid them", but this is not a trivial matter for a new player. And as I've pointed out previously, once the "ganker" is settled in supercruise and has scanned all the ships currently in the instance, the matter of scanning a new arrival in the system is "a few clicks", whereas the newly arrived CMDR will have to carry out those "few clicks" many times to possibly find spot a "ganker", and even then, they will only spot them if they have a good understanding of what a PVP or "gank" build looks like, as opposed to the current state where they can immediately see the hollow "blip" and take appropriate action. Again, this hands MORE advantage to the "ganker" than they currently enjoy.


According to the devs, it does.

https://forums.frontier.co.uk/threads/grief-interdicted.73923/#post-1219313

Of course, it's not 100% effective, but it DOES perform the function that you are repeatedly stating it doesn't. How effective it is, I couldn't say, as I don't use it.

Its not an issue because its how mechanic currently works. Always someone will may say it is an issue for him but at the end something will not be an issue at all

Marking people as NPC will make to recognize them as people (what is obvious) harder what finally cause them harder to destroy because they will be harder to find.
Will it be asier to ambush? At is you would need to know who is the player, so no. If you figure it out - rather also no - if something will be shooting to someone then he will need to react - no matter its NPC or player - if have no combat build then just run.

You need to also find the ganks are mostly in the Wing so if the wing of few ships are interdicting you - its enough information for a player in non-combat ship what he should do and why run :)

And again - to 'know' is the part of gameplay. You play more, you know nore then the consequence of this is you know better how to avoid rebuy screen.
Even if the proffesional ganker will recognize a new player ship then he will destroy, no matter they all be hidden or showed on scanner, but the beginner ganker simply will not recognize the new player hidden ship, because will be hidden and 'new ganker' will simply have lack of experience in recognizing flying human.

So to conclude - nobody is saying a purpose of change is to 100% prevent gank. It will simply it harder and more engaging what will mean less probability 'to be' ganked.

And at the end:
Even devs are confirming what i wrote at very beginning :) Blocking a player is blocking the communication only, you still can meet this player.
Will you have the less brobability to meet him? Never denied it. How less? You may ask people who got rebuys from blocked players :) Opinions may vary.
 
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Marking people as NPC will make to recognize them as people (what is obvious) harder what finally cause them harder to destroy because they will be harder to find.
Will it be asier to ambush? At is you would need to know who is the player, so no. If you figure it out - rather also no - if something will be shooting to someone then he will need to react - no matter its NPC or player - if have no combat build then just run.
Of course it does matter, if NPC is shooting at you even in a unengineered ship you can just boost, straight line and low wake. A player ship hurts more.
If I know player is pulling me I prepare for the situation completely different as when a NPC would pull me.
All what you are trying to say doesn't make any sense to be honest.
 
Of course it does matter, if NPC is shooting at you even in a unengineered ship you can just boost, straight line and low wake. A player ship hurts more.
If I know player is pulling me I prepare for the situation completely different as when a NPC would pull me.
All what you are trying to say doesn't make any sense to be honest.

So simply now always you will be slightly more focused because you will never know :) better fun factor. Elite is dangerous they said.

If one ganker will pull you then you will almost always flee (unless you have completely bad build), same as in case of NPC, if a wing of ganks - it may be worse, but if you're flying in weak ships also fast evasive action is not so bad idea in case of NPC - finally not matter.
 
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For a person who is pulled. A pinch of mystery.

And for a person who is pulling also - nobody could be sure is pulling NPC or player.
 
Marking people as NPC will make to recognize them as people (what is obvious) harder what finally cause them harder to destroy because they will be harder to find.
Will it be asier to ambush? At is you would need to know who is the player, so no. If you figure it out - rather also no - if something will be shooting to someone then he will need to react - no matter its NPC or player - if have no combat build then just run.
So to conclude - nobody is saying a purpose of change is to 100% prevent gank. It will simply it harder and more engaging what will mean less probability 'to be' ganked.
This is the point that I disagree with, and you have completely failed to address the point I'm making. I will restate it, for clarity.
  1. The "ganker" chooses the system they want to "gank" in (probably a high-traffic system)
  2. They scan ALL the ships in that system (let's say there are 10, mixture of NPCs and 1 or 2 CMDRs)
  3. "Ganker" chooses NOT to attack the CMDRs currently in the system (maybe they are also "gankers", maybe they are just not interesting targets), so they sit and wait
  4. Another CMDR enters the system - they begin scanning all 11 ships currently in the system
  5. "Ganker" sees another ship has entered the system, scans it, discovers it's a CMDR and launches an attack.
You must be able to see that point 4 will take MUCH longer than point 5 to carry out, thereby handing MORE advantage to the attacker.

In addition, the newly arrived CMDR has no way of knowing that they are being interdicted by another CMDR, so fights the interdiction, loses and get blown up. If they had seen the "hollow blip" moving into position behind them, they could have taken alternative action, or submitted, greatly increasing their chance of escape.

Beating an NPC at the interdiction minigame is trivial in an AspX (for example), so I will always fight. Against another CMDR, I will always submit. You may choose differently, but that doesn't mean you're doing it "right" and I'm doing it "wrong"

You need to also find the ganks are mostly in the Wing so if the wing of few ships are interdicting you - its enough information for a player in non-combat ship what he should do and why run
In my experience, this is simply not the case. Whilst there are often "gank" wings, I have encountered far more solo "gankers" than wings. I have also encountered far more "non-gank" wings, than "gank" wings, so this point is moot, from MY perspective.

Even devs are confirming what i wrote at very beginning :) Blocking a player is blocking the communication only, you still can meet this player.
Will you have the less brobability to meet him? Never denied it. How less? You may ask people who got rebuys from blocked players :) Opinions may vary.
You CAN still meet the blocked player, but it is considerably more likely that you won't. As Sandro stated, it's really only defeated by the "friend" function, so more of an edge case than the norm.

Ultimately, as most people in this thread have pointed out, your suggestion would be FAR more useful to those wishing to "gank" than those wishing to avoid it. Your responses to these people (including myself) stating that "this isn't an issue" and "people can easily spot a gank build" have done nothing to convince me otherwise.
 
Like they easily spot a ganker in the current state. Being followed in SC for 10min by a hollow pointy square and act surprised at the rebuy screen. But OP obviously knows all ins and outs of the gank business so we better listen I guess...
Exactly - all this suggestion will create are threads on here about "overpowered NPC interdicted me!!11!"
 
Additionally, there have been times I've bumped into other players, said hello and winged up for a few missions/ bounty hunting etc. Can't do that if I don't know they're there.

Why would you want to put a massive impediment on that by not being able to see other players in the instance. I'm not checking the contact tab every time I transition into a new instance. Although to make this work as per the original suggestion, that would have to go as well as it tells you other players are in your instance, since the ganker just sits in supercruise waiting for someone new to appear.
 
Additionally, there have been times I've bumped into other players, said hello and winged up for a few missions/ bounty hunting etc. Can't do that if I don't know they're there.

Why would you want to put a massive impediment on that by not being able to see other players in the instance. I'm not checking the contact tab every time I transition into a new instance. Although to make this work as per the original suggestion, that would have to go as well as it tells you other players are in your instance.
I completely agree - I think it's been mentioned earlier in the thread. Apparently it's not an issue though.

This suggestion has so many drawbacks with only slight and questionable benefits, despite the OP's protestations to the contrary
 
I completely agree - I think it's been mentioned earlier in the thread. Apparently it's not an issue though.

This suggestion has so many drawbacks with only slight and questionable benefits, despite the OP's protestations to the contrary
It's a classic. "stage 1- do this thing, stage 2- .... stage 3-profit."
 
I can assure you that if I pull I know exactly it's a player no mysteries involved

Of you have him on radar yes - the point is you dont to know.

This is the point that I disagree with, and you have completely failed to address the point I'm making. I will restate it, for clarity.
  1. The "ganker" chooses the system they want to "gank" in (probably a high-traffic system)
  2. They scan ALL the ships in that system (let's say there are 10, mixture of NPCs and 1 or 2 CMDRs)
  3. "Ganker" chooses NOT to attack the CMDRs currently in the system (maybe they are also "gankers", maybe they are just not interesting targets), so they sit and wait
  4. Another CMDR enters the system - they begin scanning all 11 ships currently in the system
  5. "Ganker" sees another ship has entered the system, scans it, discovers it's a CMDR and launches an attack.
You must be able to see that point 4 will take MUCH longer than point 5 to carry out, thereby handing MORE advantage to the attacker.

In addition, the newly arrived CMDR has no way of knowing that they are being interdicted by another CMDR, so fights the interdiction, loses and get blown up. If they had seen the "hollow blip" moving into position behind them, they could have taken alternative action, or submitted, greatly increasing their chance of escape.

Beating an NPC at the interdiction minigame is trivial in an AspX (for example), so I will always fight. Against another CMDR, I will always submit. You may choose differently, but that doesn't mean you're doing it "right" and I'm doing it "wrong"


In my experience, this is simply not the case. Whilst there are often "gank" wings, I have encountered far more solo "gankers" than wings. I have also encountered far more "non-gank" wings, than "gank" wings, so this point is moot, from MY perspective.


You CAN still meet the blocked player, but it is considerably more likely that you won't. As Sandro stated, it's really only defeated by the "friend" function, so more of an edge case than the norm.

Ultimately, as most people in this thread have pointed out, your suggestion would be FAR more useful to those wishing to "gank" than those wishing to avoid it. Your responses to these people (including myself) stating that "this isn't an issue" and "people can easily spot a gank build" have done nothing to convince me otherwise.


Failed where? :)
No one need to scan ships during entering the system, if you're purpose of flight is not to fight - because you do not want to fight, then just flee. The knowledge who is pulling you will not make much difference till it will be wing of few ganks - but if - then again - you will see that and again - the decision will be to flee.
Unless soomeone in cargo ship will decide to fight with wing of four Elite NPC's, in that case - i cannot help, and probably nobody will.

I clearly got what you have on mind and adressed that also in past, but that is my explaination of this. I am also not convience for the ability to scan at all - also i mentioned that in my very first post here.

Yes, you can still meet the player even if you block him and that is my statement also from the beginning.

People gave some points and i explained why in my opinion 'not' :)

Exactly - all this suggestion will create are threads on here about "overpowered NPC interdicted me!!11!"

Maybe, so if what? BTW, NPC should be more powerful than they are - at least 3 of top tiers.
Additionally, there have been times I've bumped into other players, said hello and winged up for a few missions/ bounty hunting etc. Can't do that if I don't know they're there.

Why would you want to put a massive impediment on that by not being able to see other players in the instance. I'm not checking the contact tab every time I transition into a new instance. Although to make this work as per the original suggestion, that would have to go as well as it tells you other players are in your instance, since the ganker just sits in supercruise waiting for someone new to appear.

With my suggestion you will be still able to 'say hello' and if someone will be interested then will wing up with you, if not - then not - same as today.
This suggestion has so many drawbacks with only slight and questionable benefits, despite the OP's protestations to the contrary

On your opinion drawbacks - easy for me to debunk all of them.

Anyway, even if we do not agree (and we do not need to), then its still interesting discussion
 
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