Yokai's suggestion for mitigating the current risk/reward imbalance of piracy in Open play

I never play in Open for the same reason I realized in early ArcheAge alpha that I would NEVER bother with the game once the design intent behind their trader-pirate balance became clear: There is far too much risk on the trader and nearly zero risk on the pirate(s). Just as the core design kept players entirely away from ArcheAge, so too the current design in ED is imbalanced and keeps many players away from Open altogether.

However, this _could_ be fixed with a few simple tweaks to the mechanics of interdiction.

The fix is simple: If a player interdicts another player, then the GAME should AUTO-EJECT one of the T2 cargo slots from the interdicted vessel. The trader can think of it as "interdiction insurance", and the pirate can think of it as "I got a reward for successfully stalking and interdicting". But wait! I'm not done, lol. Once the ship is interdicted and the cargo is auto-ejected, then the chance for real human-human player interaction (and fun) begins! The interdicted trader runs away ONLY if they don't want a fight. And something in the system window gives them the few seconds they need to run away successfully (pirate player's guns are disabled for 10 seconds after interdiction or something like that). OR.... The interdicted player could choose to stay and fight the pirate, kill them if they can (or chase them off), and then if successfully fending off the pirate they can rescoop their own cargo and be on their way again.

This approach provides adequate reward/risk for BOTH players and puts control over losses in BOTH players' hands. Obviously, the pirate incurs significant risk by even interdicting someone in the first place: they might get blown up or damaged heavily by a stubborn porcupine. But it's the pirate's CHOICE to incur such risk. Meanwhile for traders who prefer to be "left alone" but still want _some_ thrill from playing in open, they always incur a little "sting" (the auto-cargo loss) when successfully interdicted, and at that point they have a CHOICE to either double-down and try to get their cargo back (big risk/reward), or to just accept the "sting" and run away successfully.

And let's not forget the true griefers! Pirates may have some sense of fair play, but trust me, the griefer problem in Open will only get worse. Wait till we have a LOT of traders running around in T7s and T9s. If I were a griefer, I'd be bankrolling fairly cheap vipers/sideys/eagles and just trying to outright KILL any T7/T9 I could interdict. You know, just for the lulz. Because reasons. The current system provides _zero_ protection from these types of scum. And there are many of them. With my proposed mechanics, the trader is protected from being griefed outright.

Is my suggestion perfect? Probably not, but it's sure 100x better than the imbalanced design that keeps many players away from Open entirely.
 
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I never play in Open for the same reason I realized in early ArcheAge alpha that I would NEVER bother with the game once the design intent behind their trader-pirate balance became clear: There is far too much risk on the trader and nearly zero risk on the pirate(s). Just as the core design kept players entirely away from ArcheAge, so too the current design in ED is imbalanced and keeps many players away from Open altogether.

However, this _could_ be fixed with a few simple tweaks to the mechanics of interdiction.

The fix is simple: If a player interdicts another player, then the GAME should AUTO-EJECT one of the T2 cargo slots from the interdicted vessel. The trader can think of it as "interdiction insurance", and the pirate can think of it as "I got a reward for successfully stalking and interdicting". But wait! I'm not done, lol. Once the ship is interdicted and the cargo is auto-ejected, then the chance for real human-human player interaction (and fun) begins! The interdicted trader runs away ONLY if they don't want a fight. And something in the system window gives them the few seconds they need to run away successfully (pirate player's guns are disabled for 10 seconds after interdiction or something like that). OR.... The interdicted player could choose to stay and fight the pirate, kill them if they can (or chase them off), and then if successfully fending off the pirate they can rescoop their own cargo and be on their way again.

This approach provides adequate reward/risk for BOTH players and puts control over losses in BOTH players' hands. Obviously, the pirate incurs significant risk by even interdicting someone in the first place: they might get blown up or damaged heavily by a stubborn porcupine. But it's the pirate's CHOICE to incur such risk. Meanwhile for traders who prefer to be "left alone" but still want _some_ thrill from playing in open, they always incur a little "sting" (the auto-cargo loss) when successfully interdicted, and at that point they have a CHOICE to either double-down and try to get their cargo back (big risk/reward), or to just accept the "sting" and run away successfully.

And let's not forget the true griefers! Pirates may have some sense of fair play, but trust me, the griefer problem in Open will only get worse. Wait till we have a LOT of traders running around in T7s and T9s. If I were a griefer, I'd be bankrolling fairly cheap vipers/sideys/eagles and just trying to outright KILL any T7/T9 I could interdict. You know, just for the lulz. Because reasons. The current system provides _zero_ protection from these types of scum. And there are many of them. With my proposed mechanics, the trader is protected from being griefed outright.

Is my suggestion perfect? Probably not, but it's sure 100x better than the imbalanced design that keeps many players away from Open entirely.

Not sure that will sit right personally. ie: Auto ehjecting cargo.

How about:-
1) Pirates can enter in an interdiction message in their options page, and this message is given to the person being interdicted ASAP. "Give me 3 tonnes of valuable cargo and you can leave unharmed!"
2) Ejecting cargo is time consuming so let's have a dedicated key that will jetisson 1T of your most expensive (non-rare?) cargo. A trader can then simply press this key X times and go. (Q: Should it jettison as stolen or abandoned?)
3) After a certain number of interdictions (eg: 5) start give pirates/CMDRs an interdiction rating. The less people they kill after inderdicting the better the rating. This should be displayed during interdictions. If a trader sees they're being interdicted by a highly rated pirate, they may be more confident of resolving the matter as the game mechanics suggest - eg: Dumping 3-4T of gold and leave unharmed.
 
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This hasn't come up for me yet, so I don't know the answer - how much more difficult is it to avoid interdiction (i.e. to win the "thumb wrestle") against an experienced player compared to an NPC?
 
This hasn't come up for me yet, so I don't know the answer - how much more difficult is it to avoid interdiction (i.e. to win the "thumb wrestle") against an experienced player compared to an NPC?

Varies... Seems to be getting harder IMHO though.
 
I think the part of the problem lies in the nonexistence of meaningful penalties for being a murdering psychopath.

The devs have talked about wanting to encourage pirates to operate with a catch and release policy, but the current mechanics do nothing to encourage that.

It is all too simple to cause millions of credits in damages and then clear your name with the law by paying pocket change.
 
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I think the part of the problem lies in the nonexistence of meaningful penalties for being a murdering psychopath.

The devs have talked about wanting to encourage pirates to operate with a catch and release policy, but the current mechanics do nothing to encourage that.

It is all too simple to cause millions of credits in damages and then clear your name with the law by paying pocket change.

That's a fair point. Trolling is all too easy in effect.
 
Imo, anything that encourages catch and release to be the standard of piracy instead of murder will encourage more traders to feel comfortable in open play.

I think a black market reputation system might help. Catch and release more targets and your black market returns will improve over the default 50% value. Killing clean targets and scaring away Commerce is bad for business, and your returns from the black market will drastically decay until even they refuse to do business with you.


The galaxy will still have murder hobos, but traders will breathe a little easier knowing that it is in the Pirate's best interest to let you live to trade another day.
 
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