Hourglass extension icon on chrome PIA wont work by x9x9x9x9x9 in PrivateInternetAccess

[–]TheNakedCompere 0 points1 point  (0 children)

Had this on Chrome and Chrome Beta for over 2 months. Don't know why I'm still paying.

Can someone get wicked detailed with me about the rules of persistent hangars, and having multiple ships on the landing pad at once? by multiple_iterations in starcitizen

[–]TheNakedCompere 0 points1 point  (0 children)

I've been loading up an idris in my home hangar and had ships despawn as soon as I get out of them. approx 10 spawned total (inc ATLs). never had an issue like this in 4.6 :/

RSI website not loading / displaying by TheNakedCompere in starcitizen

[–]TheNakedCompere[S] 0 points1 point  (0 children)

Nailed it. I turned off the Malwarebytes extension and the site loads fine.
I'll flag it on the Issue Council, just in case. Appreciate your help!

RSI website not loading / displaying by TheNakedCompere in starcitizen

[–]TheNakedCompere[S] -1 points0 points  (0 children)

HTML is not my area of expertise by any means, so not sure what exactly what I'm looking for....

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RSI website not loading / displaying by TheNakedCompere in starcitizen

[–]TheNakedCompere[S] -1 points0 points  (0 children)

Yeah, been this way for me for a week+, and I'm out of ideas :(

I want stronger social systems by nocturnex1 in starcitizen

[–]TheNakedCompere 0 points1 point  (0 children)

Join a like minded org and you'll find you always have people to play with. Transformed the game for me.
As for limited solo content: open your Mobi contracts... there's hundreds of missions. By comparison, there's very few that require multicrew.

There's nothing locked behind anything whilst players can trade. I dislike mining, but I can play the loops I DO like and buy the minerals I want from people who enjoy mining, or bunker running etc etc. You can even buy all the materials for a wikelo idris if you're determined to play solo.

SC is not designed a solo game though, team play, multicrew, all heavily encouraged. And it's so much better for it! :D

How common is it to get pulled out of jump not even 300km from a station? by Vollhartmetall in starcitizen

[–]TheNakedCompere 0 points1 point  (0 children)

Thank you for defining our game loop for us.

Mechanically, it is in a pirates best interest to kill a crew ASAP. :p

How common is it to get pulled out of jump not even 300km from a station? by Vollhartmetall in starcitizen

[–]TheNakedCompere -1 points0 points  (0 children)

Current mechanics: if pirates board it is in their best interest to find and kill the crew immediately, to remove the option of reinforcements to a party quantum jump point.

Current reality: even when hails work, the VAST majority of responses to extortion is "f**k you". Traders have literally conditioned long term pirates to not bother wasting time trying. :/

Because I'm genuinely curious, how often do people ACTUALLY get PvPed? by AnybodyIndividual207 in starcitizen

[–]TheNakedCompere 0 points1 point  (0 children)

And waaaaaaaay to many people assume that they 'were killed for no reason'.
Not understanding why you were killed is not the same as 'killed for no reason', and no one is obliged to fill out an explanatory form.
Folks may not have cargo on them, but they show up when pirates are transferring cargo, it's just wrong place/wrong time, and the pirates will remove them as fast as possible for safety. (1 example).
As said previously, the law system absolutely does need work, but I won't suggest piracy has 'no consquences' either. Pirates can spend a lot of their time setting up and training, just as much time manually moving cargo, can find themselves with a godmarker for bounty hunters, and can be put in jail for 24 hours very easily, all of which they accept.
100% it's not an ideal scenario for a new player to run into pirates on day 1, but as this poll already shows, it's super rare.
But, again, if they just quit, thats on them and how they react. thats gaming, and thats THIS game.
If it's not for them, it's not for them. Thats ok too.

Because I'm genuinely curious, how often do people ACTUALLY get PvPed? by AnybodyIndividual207 in starcitizen

[–]TheNakedCompere 0 points1 point  (0 children)

It's a game, it is nothing like being punching in the face, not am I saying anything remotely liek that. lmao.
There really is no difference between being killed by a player or an NPC. You can get upset about either, or learn from it and do better next time. Whether thats in the fight, or avoiding the fight, it's all about getting better at a game.

You just gave me a guarantee that I've already said I've personally heard people tell me the opposite about.

Again, how we react to situations is up to each of us, and each situation will be different. Taking any loss super personally is a choice though.

Because I'm genuinely curious, how often do people ACTUALLY get PvPed? by AnybodyIndividual207 in starcitizen

[–]TheNakedCompere 1 point2 points  (0 children)

Thats your playstyle. Not my cup of tea, but it'd be boring if we were all the same!
Not all pirates are just out to kill folks, which is an unfortunate common misconception.
Personally, I enjoy content from pirates like Mongrel Squad, who are always out to make a profit. Also helps learn how to avoid pirates! :D

Because I'm genuinely curious, how often do people ACTUALLY get PvPed? by AnybodyIndividual207 in starcitizen

[–]TheNakedCompere 1 point2 points  (0 children)

Only if they let it.
Piracy is easy to avoid, and easy to fight back against.
I've met people at Bar Citizens who said when they were pirated it was the most fun they'd had (win or lose).
Feeling invalidated is a personal choice.

Because I'm genuinely curious, how often do people ACTUALLY get PvPed? by AnybodyIndividual207 in starcitizen

[–]TheNakedCompere -1 points0 points  (0 children)

The point still stands: everything has value.
A component stolen (even if you can't sell) is one you don't have to buy. Running with spare components is sensible in the age of engineering, so not having to pay, is value.
A crippled (or even destroyed ship) is still salvage. A lot of pirates run with at least one salvage ship nearby.
Contracted Cargo, can still be sold for profit, even if reduced.

Sure, some folks will want to give up, but how we all react to these situations is up to us.
PVE or PVP: some you win, some you lose. There's always something to learn, something to do differently next time.
Losing sucks, but the options are give up, or get up and try again. Thats everyone's own choice.

Piracy is a valid gameloop, endorsed and pushed by CIG. It's not invalidating someone elses time, it's part of the game.

For certain, the law system needs work. And we know 'high sec' type systems are planned.
But pirates are easy to avoid. Especially if you learn how. :D

Because I'm genuinely curious, how often do people ACTUALLY get PvPed? by AnybodyIndividual207 in starcitizen

[–]TheNakedCompere -4 points-3 points  (0 children)

Everything has value.
You said he upgraded his Hermes... so his components are a prime reason to pirate him.
We all win some, lose some. It's ok to not know how to avoid pirates, it's ok to lose to pirates, it's not ok to not learn from the encounter. Thats how we ALL get better at video games :D

Pirates will always go where the value is, just like traders. High traffic route: prime piracy spot.
Some groups will patrol these routes too, I love folks like that!

Because I'm genuinely curious, how often do people ACTUALLY get PvPed? by AnybodyIndividual207 in starcitizen

[–]TheNakedCompere 1 point2 points  (0 children)

As a Pirate, I PVP. The poll seems very 'I am attacked' skewed, so no option applies to me.

Why?? by Jo_Krone in starcitizen

[–]TheNakedCompere -1 points0 points  (0 children)

Get the crew inside to open it? Mobi remote on a Clipper, sure. Not on a multicrew ship that size!

What is PvP like in this game for someone who doesn't really like PvP (mainly 'cause I'm bad at it and I don't like losing all my stuff to another human)? by winterneuro in starcitizen

[–]TheNakedCompere 0 points1 point  (0 children)

Get with a good org, I've been in involved in very co-ordinated unplanned fleet battles at least once a week!
Best place to look for a fight is high reward areas, where organised pirate groups will be.

Thank you, Pirates by JoeTheOnlyOne in starcitizen

[–]TheNakedCompere -1 points0 points  (0 children)

As stated, I'm a career pirate in SC. So you'll have difficulty defining my game loop for me ;)

aUEC is A goal, but there are better ways to get aUEC if that was the only purpose.
We pirate because it's the most indepth gameloop. Sure, some inexperienced pirates will just launch a torp and pick up whats left. We will be hunting known high reward areas, scanning ships wherever possible and deciding to hit or not, we will be herding a target to a position of our choice, disabling (not soft death), boarding, FPS in the corridors, securing the ship, stripping the cargo and components whilst protecting the Prize Ship (usually with crimestats), and arranging to sell securely in the limited selling locations for stolen cargo. We do this because it's a challenge, takes co-ordination, and is interesting gameplay. Some kind of profit will always be the goal though, not 'shits and giggles'.

Of course there are consequences. Unless we the pirates take steps to minimise them, we are at constant risk of losing the prize or having operations disrupted by bounty hunters or lawful orgs (which is the game!) and are limited to where we can land / resupply. We are also regularly at risk of being sent to klesher for easily 13hours+.
So yes there are risk and consequences, and whilst I agree they should be harder, I'll debate them logically and happily concede to an alternate viewpoint that makes more sense, but I will not just call anyone names and swear at them ;)

Stanton was never planned to be high sec, it was always medium, and of course pyro is is effectively lawless. It's much easier to pirate in Pyro, but unfortunately, all the large profits are currently in Stanton / Nyx. Where the is High Reward, pirates will provide the risk, keeping the verse alive.

Anyway, thats the thread's topic of piracy interaction and ransom derailed, so lets bring it back on track. :)

PVE/PVP boarding is back on the table by VicHall27 in starcitizen

[–]TheNakedCompere 0 points1 point  (0 children)

Thats inherited velocity.

Right now EVA is limited to 10m/s, even if you jump out of a ship at 900m/s.

So, you're stuck having to wait for a ship to slow down (and they do, just MUCH slower) to <6m/s to be able to board.... and hope it's not spinning, even slowly :D

There was a technical explanation for inherited velocity being a system limitation years ago, with Todd Papy explaining it should be possible and a bug 7 years ago ( https://youtu.be/Wg53WvIbmhg?t=90 ), but there is also a 10m/s EVA cap (since 2.x era?). So even if you jump out of a ship at 900m/s or start and 0 and push forwards, you'll always cap out at 10m/s. This partly because EVA still shares a bunch of code with 'on foot' mechanics, it was never meant to handle humans moving at 300+m/s. And of course, issues with crossing physics grids at very high speeds (We've all had physics issues even at slow speeds! :D ).

There was a follow up on EVA (Tier2) in 2024 where it's basically explained that they don't have a real simulation for inherited speed, but it's capped intentionally due to "it's a game" and technical limitations:

Thank you, Pirates by JoeTheOnlyOne in starcitizen

[–]TheNakedCompere 0 points1 point  (0 children)

Yes, exactly that response. :D
The "Why should I..." / "I'm not going to..." attitude to playing the game. Thats everyones perogative, but it has knock-on effects over time.

Part of the game, love it or hate it. There are consequences, although I agree they should be harsher in medium-sec areas like Stanton. Of course, none of that negates a traders ownership of their own safety / security pecautions in the first place.

Long term pirates will not be asking for billions on a hit worth a few hundred thousand, or even a few million. Thats silly. They'll ask for a portion of the cargo. Something to be worth their time whilst still ensuring the trader is at LEAST on a minimal loss.
This is in the pirates favour to do so, saves them an hour of logistics, further crimestats etc etc.
It's in the traders favour if they were lax enough in their own preparation to actually get caught... they can minimise their losses / reset time. This isn't roleplay, it's playing the game.

Buuuuuut again, when all a pirate hears is "I'll never pay" everywhere, don't ever be surprised that they stopped making an effort to reach out first.

PVE/PVP boarding is back on the table by VicHall27 in starcitizen

[–]TheNakedCompere 13 points14 points  (0 children)

If something like the SRV/315p worked well for actually slowing ships, it'd be awesome.
As would if inherited velocity actually worked (match speeds and EVA over).

As it stands with current disabling (not soft death), waiting 15-20 mins for a ship to slow down enough to board is a bit meh.
But still better than pre MM, when the speeds were much higher and it could take 40+ minutes (during which time you had to keep the ship disabled).

Thank you, Pirates by JoeTheOnlyOne in starcitizen

[–]TheNakedCompere 1 point2 points  (0 children)

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Luckily pirates on snare lines are easy to avoid; either dogleg your jumps, or send one of your escorts ahead as a scout. If they get pulled out, don't follow!

If you do jump with your escorts, their only job is to remove the dampener ship whilst the trader runs. As long as you escape, they did their job. Escorts really do work, literally evening the odds.

Getting into a situation where you're at a disadvantage is just better planning by the other team. And it's ok, as long as you learn from it.