How to avoid Gankers.

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I suggested the idea of player bounties in the past as well...and surprise surprise, the advocates of risk and danger were dead against it. Pattern emerging perhaps?
Actually the PvE folks was against this, because they feared ganker1 would kill 100 noobs, and his friend ganker2 would then kill ganker1 to get his 1billion bounty.
 

DeletedUser191218

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You know what this reduces to?

Me: how about we share, you have your zones, i have my zones?

Gankers: No!! I want it all to be my zone!!!
 
If you're on PC, press Ctrl-B to easily see if there are other commanders in the system. If you see a sudden spike in data transmission, there's someone else in the system, even if you can't see him on the radar.

Yeah put on the organic bandwith meter.

Or look at the subtle indications of your jump that took more than 5 secs and now ships are warping all over the place in supercruise.
 
No, it's a discussion board. My feelings and judgement are right on point.

Look, think of the mentality between "Getting attacked in Elite is like being mugged by thugs in a dark alley" and "Getting attacked in Elite is like taking a hit in a physical sport."

I can guarantee getting in the head space of the latter thought process would ratchet down the vitriol around here quite a lot. More so, I suspect most players in open take it on the chin and get on with it. A relatively small, vocal minority come to whinge about it on the official forums.

In the end, if we think better we'll communicate better. I don't understand your objection to this. Do you value some right to overblown, inappropriate analogies? They really don't help clear things up for anyone.

Don't forget these forums are massively unrepresentative. Remember when FD acknowledged by far most people play in Open?

When you read Reddit or other more general communities that wouldn't surprise you. Most people there are <35 year olds with plenty experience with modern online gaming. The prevailing opinion is that ED is very easy, both in general and when avoiding gankers. Changing modes at will? Influence the bgs from solo? Hi-wake in ten seconds? Uninterrupted menu logging? From a modern gaming perspective these are comically inane design decisions that make ED pretty much a non-stop safe space.

On these forums here it is a different story. The average age is higher, experience and interest in multiplay is lower and the sense of entitlement ("I should be able to space truck without shields and insurance whenever and wherever I like with impunity! Others should explain themselves and I should decide if their motives are valid!" etc) is through the roof.

Being in other communities helps to understand FD a lot better. The community here is very much skewed towards a PG/solo/no PvP/no challenge/LetMeFeelLikeTheOldDays vibe. But they only represent a small group of players, and most do play in Open, do take some basic precautions and don't always blame others for their failings. :)
 
Organic pvp in Elite is certainly the most ridiculous way of using "organic" as an adjective. It got electrolytes too? Casual pvp while describing griefing is as ridiculous.

Try definition #4 -- https://www.merriam-webster.com/dictionary/organic

Or definitions #6 and #9 -- https://www.dictionary.com/browse/organic

I'm not talking about casual PvP and I'm certainly not talking about 'griefing'.

I'm talking about organic PvP, an adjective I chose because it was the most accurate and pertinent. Organic in this sense being the opposite of artificial, arbitrary, or contrived. Organic as in developing naturally from the interactions between CMDRs and other gameplay elements.

Bolted on PvP that one has to opt into to experience is the anathema of organic PvP. I'd vastly prefer if Elite: Dangerous moved away from that, rather than further towards it...because the the experience I was originally sold on and the vision Frontier has been pushing has been one where the PvP was largely organic, not some CQC side-story of a game within a game.

It's just not working. Even Fallout 76, as disastrous as the game is, has a pvp switch.
The best MMOs I've ever played had no PvP switch and no artifical way to opt out of encounters with whatever happened to be wherever it was.

Jumpgate, which is my gold standard for an open-world, player driven, first-person space simulator, didn't have modes or even NPCs. Of course because everything was player driven there were strong incentives not to be too wantonly belligerent (attack too many miners and you wouldn't be able to build your ship again because the supply chain you depended on for parts was interrupted), and because it was a client-server architecture with no other modes to flee to, player driven C&P was actually fairly effective.

Everytime people use those term, as well as "emergent" to describe a lack of feature leading to people turning on each other due to a lack of content, they should just slap their forehead and realize they became product evangelists, apologizing and trying to find and name virtues for a placeholder feature in a videogame with a development hiatus.

Then I guess it's a good thing no one here is doing anything of the sort. The same people you're accusing of evangelizing the game are generally some of it's harshest critics.

You're simply confusing what many believe to be one of Elite's better features with the absence of something.

Specific tips on situational awareness would be more helpful; what are some of those personal experiences that can be used by a variety of CMDRs.
From this bit, I get "keep moving, don't sit still" which makes sense, is advice I can agree with, but isn't always helpful if your task requires sitting still for a bit (e.g. collecting space junk for X).
I still think might just be a troll thread but that doesn't mean we can't learn something here anyway.


So help us out with some of that situational awareness. Details, stories, or even commented videos if you have those.

This thread certainly started off as a troll thread, but it's been co-opted, and most people left in the discussion, no matter how ludicrous I think some of their suggestions and complaints may be, are quite serious.

Anyway, all the advice and anecdotes in the world can't make up for practical experience.

I could describe what I have my CMDR do; plotting routes through the system I'm visiting, so I have another jump queued up for escape purposes; periodically checking for IFF transponders (the CMDR log that show's who's present in your instance within a certain distance); to trying to get out of mass shadows as quickly as possible...to increase SC velocity, increase SC sensor radius (it's measured in seconds to intercept), and to make sure I'm accelerating away from potential hostiles, rather that towards them; to habitually cycling targets and subconsciously ranking them as threats; checking loadouts; noting wing/crew numbers and correlating that with who is in the CMDR log; never ignoring suspicious unresolved contacts; being cognizant of potential hard mass locks and a million other things...but nothing beats going out there and doing it.

Design Flaw 1: You can either have a battle ship or a paper cut. There is nothing inbetween. You have an explorer, trader or miner ship, and meet a battleship in PvP: There is no GitGud possible, ever. You can't win against a tank in a shoebox.

There is plenty in-between.

No doubt one has the most combat potential in a ship built exclusively for combat, but there is such a broad spectrum of loadouts in play, and an equally broad spectrum of piloting ability, that a significant number of my CMDR's PvP victories are while he's flying multi-purpose vessels.

Design Flaw 2: You want realistically dangerous? So give it to the gankers, too. Play a psychopathic serial killer all the way you want - but be prepared to be killed at sight in civilised systems and have a billion-Credit bounty on your head in anarchies - which also other players can get.

The same mechanisms that make losses hard to inflict and easy to absorb generally preclude strong deterrents.

Yeah put on the organic bandwith meter.

For the record, I've always been in favor of Frontier obfuscating the bandwidth meter, preferably by collecting tons of telemetry, but simple padding would do.

It's a necissary tool, to make sure the game is functioning as it should without having to resort to third party utilities, but it absolutely does become an early warning alarm a bit too easily.
 
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As I said before:

look out for wings
look out for clown avatars
look out for wanteds & power play enemies
look out for combat ships (especially Mambas, Kraits, FdLs, Cutters, Corvettes, less so Clippers, FASs & Anacondas)
look out for people "Z0'ing" you (better Z0 back or you're toast)
look out for people hanging between entry point and target destination

also for bonus points:
never fly above 100 near starports
generally have a highwake target selected at engineers, CGs, Shinrarta

Apologies if I missed where you wrote this out before.

Avoiding wings isn't terrible advice but potentially erodes a social aspect; if they are a full wing, you can't effectively join them and they could be a gank squad.
Clown avatars is a bit of profiling but oddly true.
...
Avoiding combat ships erodes too much of the social aspect for my preference; point heard previously and noted.
Never heard of Z0. Looked it up on Google and one result came up; the gist is that it's a alternate form of o7 used by gankers?
Good specification to the general advice of watching for people hanging out in SC.
 
  • plotting routes through the system I'm visiting, so I have another jump queued up for escape purposes
  • periodically checking for IFF transponders (the CMDR log that show's who's present in your instance within a certain distance)
  • to trying to get out of mass shadows as quickly as possible...to increase SC velocity, increase SC sensor radius (it's measured in seconds to intercept), and to make sure I'm accelerating away from potential hostiles, rather that towards them
  • to habitually cycling targets and subconsciously ranking them as threats
  • checking loadouts
  • noting wing/crew numbers and correlating that with who is in the CMDR log
  • never ignoring suspicious unresolved contacts
  • being cognizant of potential hard mass locks and a million other things

...but nothing beats going out there and doing it.
Very good tips I subconsciously do nowadays but forgot to add. Listen to Morbad, he knows his stuff (changed formatting to make it clearer) (y)
 
Very good tips I subconsciously do nowadays but forgot to add. Listen to Morbad, he knows his stuff (changed formatting to make it clearer) (y)

it wasn't supposed to be clear. It was supposed to be a rambling stream-of-consciousness thing filled with holes, to better illustrate how it's difficult to illustrate how to avoid gankers in text.

You've ruined it!

Thanks.
 
Organic pvp is pretty much a term you're the only guy using, as a reference for obscure mmos features of the past you dont even have in Elite, and it doesn't have nearly as much carbon as my morning poopoo.
 
it wasn't supposed to be clear. It was supposed to be a rambling stream-of-consciousness thing filled with holes, to better illustrate how it's difficult to illustrate how to avoid gankers in text.

You've ruined it!

Thanks.
I... uh... can ramble-stream it back into your format if you like? :LOL:

@rxay579

Z0 is the only acceptable Salute in the Galaxy per decree of Overlord Zarek Null.
Greeting CMDRs with any other salute makes you kill-on-sight by the henchmen of the Overlord as per the same decree.

Z0
 
Anyway, all the advice and anecdotes in the world can't make up for practical experience.

I could describe what I have my CMDR do; plotting routes through the system I'm visiting, so I have another jump queued up for escape purposes; periodically checking for IFF transponders (the CMDR log that show's who's present in your instance within a certain distance); to trying to get out of mass shadows as quickly as possible...to increase SC velocity, increase SC sensor radius (it's measured in seconds to intercept), and to make sure I'm accelerating away from potential hostiles, rather that towards them; to habitually cycling targets and subconsciously ranking them as threats; checking loadouts; noting wing/crew numbers and correlating that with who is in the CMDR log; never ignoring suspicious unresolved contacts; being cognizant of potential hard mass locks and a million other things...but nothing beats going out there and doing it.

You start out with "git-gud", then you take some time and explain some things. Helpful advice gained and appreciated.
I suspected that what you call mass shadows (limited visibility near massive objects) might be an actual game mechanic but didn't know what to call it.
 
Organic pvp is pretty much a term you're the only guy using

I'm uniquely articulate like that.

as a reference for obscure mmos features of the past you dont even have in Elite

How many other first person, real-time, space sim(using the term loosely) MMOs can you name? I'd argue these references are far more pertinent than those of games in entirely different genre that are targeting an entirely different demographic with an entirely different vision.

It's true that Elite: Dangerous is missing some features that some past games did have that made them more conducive to organic PvP, but Elite: Dangerous still has a lot of organic PvP and is more suited to organic PvP than any other kind.

I suspected that what you call mass shadows (limited visibility near massive objects) might be an actual game mechanic but didn't know what to call it.

'Mass shadows' are a reference to the disruptive impact massive objects have on SC velocity. Gravity wells, essentially.

You can use these to your advantage when it comes to detecting and avoiding hostile vessels.
 
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Organic pvp is pretty much a term you're the only guy using, as a reference for obscure mmos features of the past you dont even have in Elite, and it doesn't have nearly as much carbon as my morning poopoo.
Odd post for someone advocating non-violent and social behaviour ingame.
Sometimes discretion is the better part of valor.
 
'Mass shadows' are a reference to the disruptive impact massive objects have on SC velocity. Gravity wells, essentially.

You can use these to your advantage when it comes to detecting and avoiding hostile vessels.
Ah, I knew the proximity to massive objects affected SC velocity, acceleration, etc. and is the reason gankers would choose to sit in shipping lanes between places.
I thought you were referring to it having an effect on the actual radar view; I think I've just been seeing regular instancing issues.
How do the gravity wells help detect hostile vessels?

edit I'm out for the eve. Will try to check back.
 
How many other first person, real-time, space sim(using the term loosely) MMOs can you name? I'd argue these references are far more pertinent than those of games in entirely different genre that are targeting an entirely different demographic with an entirely different vision.

It's true that Elite: Dangerous is missing some features that some past games did have that made them more conducive to organic PvP, but Elite: Dangerous still has a lot of organic PvP and is more suited to organic PvP than any other kind.

Maybe the demographic of Elite came here to get a simple, basic space sim like the original, and not a convoluted mess of trying to be no man sky and and EVE online at the same time.

Also, while you enjoy "organic pvp", others have the hardest time to organize their agendas just to make simple duels happen between friends. But we have a half-baked telepresence feature for... pve. I guess you could describe that as photonic gameplay.
 
Odd post for someone advocating non-violent and social behaviour ingame.
Sometimes discretion is the better part of valor.

I dont advocate non-violence in a videogame, quite the contrary.

Somewhere along the road, you forgot the sense of what "good game" means. The expression was used after a tense and balanced multiplayer game.
 
I started playing elite for the organic PVP, I really like games that don't hold your hand and tell you what is right or wrong to do.

I also loved Age of Conan for the same reason, unrestricted PVP is amazing and rare to find in games.
 
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