Ok this is seriously cruel.

It's not defined. Everybody may get there, but may not if they will different instance.
And ganker will just focus fire on you and escape.
This is the trick for PVE missions too, like collect xxx guarded by super strong pirates - just install all for shield / speed, go start collecting and escape without fight.
Have you ever used the 'Wing' features?
Do you know how the Nav Lock works?
 
Couple times actually, But that is not important as he will get focused. Even if all of them will heal him, this means, he needs couple PVP focused players who will be guarding him during his gameplay session exclusively day by day :D
Sound like paid job for that players :D
Sounds like a true MMO, i can see the chat in SD now
"Looking to haul to Amis Orbital"
"Need Tank, Healer, DPS and possibly a Wizard, No Rangers please!"

O7
 
Couple times actually, But that is not important as he will get focused. Even if all of them will heal him, this means, he needs couple PVP focused players who will be guarding him during his gameplay session exclusively day by day :D
Sound like paid job for that players :D

It's fairly important as it negates the previous comment you made about instancing.
While instancing does have its issues, they affect the attacking wing in the same way.

An interdicted CMDR's short cooldown will be completed before the whole attacking wing is in the instance and provided they've got shields and boosters, as per Rinzler's 'Git Gud Guide...', they wont have any trouble leaving that instance.
 
An interdicted CMDR's short cooldown will be completed before the whole attacking wing is in the instance and provided they've got shields and boosters, as per Rinzler's 'Git Gud Guide...', they wont have any trouble leaving that instance.

So, if you follow the sweary PvPer’s guide you won’t have any trouble leaving the instance…

Therefore there’s no point pulling an experience CMDR out of SC because they’ll always get away…

That implies, you’re only after soft targets…

Oh the skill! I guess Solo and PGs are truly the domain of the unskilled CMDRs!

“Hey kids, come a play in Open so I can get my kicks out of your inexperience!”
 
It's fairly important as it negates the previous comment you made about instancing.
While instancing does have its issues, they affect the attacking wing in the same way.

An interdicted CMDR's short cooldown will be completed before the whole attacking wing is in the instance and provided they've got shields and boosters, as per Rinzler's 'Git Gud Guide...', they wont have any trouble leaving that instance.
Yes, 1st when it happened to me I didn't understand what happened to me at all :D That was my 1st ganker and last.
When I figured I went to Mobius. And I collect my block list out of open source just in case, you know - all that ganking videos are source.

So what you say here is for prepared commanders. And he wants the help because he is NOT prepared. So it is not important.
 
Playing the game by... avoiding most of the mechanics in the game...
Of course we are, although 'mechanics' is a bit grand, probably 'tools' will suffice for many...

I wonder why, when the menu screen loads, every player is given 3 choices? (which I know has been a topic of much debate for years)

The great thing about this game is that other players are indeed optional, we can play with all, some , or none, and not miss anything in intended play. (but, admit to finding much of the discussion around the topic extremely amusing)

I choose 'some' (mostly) as I am inclined to believe the description provided earlier in this topic is indeed very accurate, perhaps too kind, mainly due to the forum censorship and rules limiting how descriptive one might be,
 
Of course we are, although 'mechanics' is a bit grand, probably 'tools' will suffice for many...

I wonder why, when the menu screen loads, every player is given 3 choices? (which I know has been a topic of much debate for years)

The great thing about this game is that other players are indeed optional, we can play with all, some , or none, and not miss anything in intended play. (but, admit to finding much of the discussion around the topic extremely amusing)

I choose 'some' (mostly) as I am inclined to believe the description provided earlier in this topic is indeed very accurate, perhaps too kind, mainly due to the forum censorship and rules limiting how descriptive one might be,
descriptive, insulting... take your pick.
I think you're already sailing a bit close to the wind with 'tools' tbh, but I guess we'll see if anyone take umbrage.
 
descriptive, insulting... take your pick.
I think you're already sailing a bit close to the wind with 'tools' tbh, but I guess we'll see if anyone take umbrage.
Someone will report if if they take umbrage, that is why the report button exists.

Insulting is such a loose word isn't it? Open to differing interpretations depending on its use, after all, some folk are easily insulted, others just laugh petty things off, from years of being here, it would appear the most fragile egos are the most vociferous, which is interesting.
 
So, if you follow the sweary PvPer’s guide you won’t have any trouble leaving the instance…

Therefore there’s no point pulling an experience CMDR out of SC because they’ll always get away…

That implies, you’re only after soft targets…

Oh the skill! I guess Solo and PGs are truly the domain of the unskilled CMDRs!

“Hey kids, come a play in Open so I can get my kicks out of your inexperience!”

The great thing about PvP games, such as ED, is that players tend to want & enjoy random encounters with other players.

When you pull someone out of SC, although they have all the tools to escape, there's always a chance they screw it up. There's also a better than decent chance that they want to fight you, just as much as you want to fight them.
 
Someone will report if if they take umbrage, that is why the report button exists.

Insulting is such a loose word isn't it? Open to differing interpretations depending on its use, after all, some folk are easily insulted, others just laugh petty things off, from years of being here, it would appear the most fragile egos are the most vociferous, which is interesting.
Sure.
This explains why a link to Rinzler's 'GIt Gud Guide...' was yeeted from one of my earlier comments.

I'm not sure you get to insult your fellow players/forum users, then shrug off any complaints you might recieve about it by further insulting their "fragile egos", though.
 
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The great thing about PvP games, such as ED, is that players tend to want & enjoy random encounters with other players.

When you pull someone out of SC, although they have all the tools to escape, there's always a chance they screw it up. There's also a better than decent chance that they want to fight you, just as much as you want to fight them.
This was never PVP game.

Problem with PVP is, attacker gets reward outside game rules, and it is much bigger than anything else game can give. This is "fun".
For this reward people enforce other peoples for their rules/wishes. But this is simply wrong.
For example I get "fun" by collaborating, not shooting others, this means you leave me 2 options deep misery (I'm enforced in PVP in open and lose) or moderate misery (I play solo and cannot collaborate).
So more I think, I see that block listing is good enough solution. Other one could be enforce misery on PVPer, for example, if you lose - you can't re-buy ship and can't access engineer for 3-4 months since last kill. But this way was not taken because we got ships for real money.
 
This was never PVP game.
Screenshot (1496).png

see ya.
 
Don't get angry or upset, get revenge.

Take your cheapest, smallest, fastest, most agile ship, fit it with an interdictor, and spend the evening interdicting the griefer over and over and over again until they go crying to their PvP Discord.

Win the interdictions and then boost and run. If they kill you, doesn't matter, just respawn and do it again. Let them interdict you and make them lose the interdiction, then turn around and interdict them back.

Hours of fun to be had.
 
This was never PVP game.

Problem with PVP is, attacker gets reward outside game rules, and it is much bigger than anything else game can give. This is "fun".
For this reward people enforce other peoples for their rules/wishes. But this is simply wrong.
For example I get "fun" by collaborating, not shooting others, this means you leave me 2 options deep misery (I'm enforced in PVP in open and lose) or moderate misery (I play solo and cannot collaborate).
So more I think, I see that block listing is good enough solution. Other one could be enforce misery on PVPer, for example, if you lose - you can't re-buy ship and can't access engineer for 3-4 months since last kill. But this way was not taken because we got ships for real money.

It's not solely a PvP game but it has PvP in it and has from the beginning. Optional yes, but always there.

I understand the reasons you state, but there is a third option - become skillful at avoiding interdictions or escaping interdictions.

I've said lots of time that the asymmetry isn't great design, however overly harsh sticks to beat those who choose to engage in PvP, with the consent of whomever has also selected Open as a game mode isn't the way to go.

Surviving an asymmetric PvP encounter is a skill anyone can learn and IMHO needs to be something the game itself addresses.

I can wax lyrical about how the trader - pirate - bounty hunter loop can be better, or the C&P system improved etc etc but I don't have all day.

Your option to use an extensive block list is fine ofc, it's just not an either Solo OR block list, there is another way.
 
It's not solely a PvP game but it has PvP in it and has from the beginning. Optional yes, but always there.

I understand the reasons you state, but there is a third option - become skillful at avoiding interdictions or escaping interdictions.

I've said lots of time that the asymmetry isn't great design, however overly harsh sticks to beat those who choose to engage in PvP, with the consent of whomever has also selected Open as a game mode isn't the way to go.

Surviving an asymmetric PvP encounter is a skill anyone can learn and IMHO needs to be something the game itself addresses.

I can wax lyrical about how the trader - pirate - bounty hunter loop can be better, or the C&P system improved etc etc but I don't have all day.

Your option to use an extensive block list is fine ofc, it's just not an either Solo OR block list, there is another way.
But why would I want learn ? Learning is hard job. Also I will need to drop ship's abilities to do main task, because "pvp" does not come for free. And when we have options of modes / block, than trader who resists pvp always performs worse than trader who plays solo.
Overall, there is no single reason to even try to resist, if I'm sure I will never do PVP.
Devs could solve disbalance, like in pvp weapon does at most 2% of target shield/hull damage per hit, 3% critical instead pure damage numbers. This means paper ships would have a chance and even could fight back.
 
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