I havent found the danger in Elite: Dangerous...

you are right the game is going down in level.

It use to be that you lost all your combat bounty but you keep this even after death , so whats the point just put the reward directly into the bank.
Insurance is so high there is no worry about dieing.

They do seem to be listening to the whiners, I think next it will be after death you keep the stellar data, cargo you were carrying, less scans so they can get to the black market........
 
You lost me at 'carebear'
So 2010

The insult "carebear" has been around since 1993, actually. :)

Anyhow, Frontier has been quick to respond to player complaints about how "hard" something is by making it easier. It started way back in Premium Beta, when the cruise control crowd complained about how "long" it took to get anywhere in supercruise. Rather than expect players to understand the mechanics behind the FSD, practice taking advantage of mass shadows generated by stars and planets, and cut their travel time in half... Frontier nerfed mass shadows. Yes it cut travel times in half, but it also removed a skill worth mastering from the game.

There is danger in this game, even from NPCs, but for the most part it won't come to you. You have to come to it. Rather than setting a difficulty level, you are for the most part able to manage your own level of risk.
 
Exactly the point of this thread I've started, unfortunately without very much reasonable response so far.

I, too, think that ED should be more dangerous. But as soon as FD wil krank up the difficulty, complaints will start that the game is 'unfair', 'too hard', 'not relaxing' and what so not.
The problem is: You can not please everybody.
The question is: Who to please.

Personally, I hope FD will raise the difficulty again. More interdictions (especially when hauling valuable cargo) and interdictions harder to avoid. But I am afraid, this is not the way FD will go at the end.

Agree with you, each wave of newcomers we see posts like "game too hard" or "can't make money" or "why so tedious/serious". For the long term players i should advice you to become.... a real pirate, no bounty clearing, cops killing, honest trader stealing. I did that day one and i think it's rewarding
 
Serious, will there be any in the future, is there any I havent found yet ?

This game ( which I really enjoy so far ) has currently so many safety nets that I struggle to see the Danger apart from trying to navigate with the ingame map and not useing external tools :D
NPCs can be easily avoided and you can carebear without any harm till you run out of ideas what to do with all the money. Most NPCs have never seen a combat school or have such weak fitted ships that they run out of energy very fast and cant shot back.
You dont even have to bother about a ship loss apart from the uncovered part that is excluded from insurance cause your friendly space insurance company provides you immidiatly the exact same fitted ship you just lost a couple of seconds before and spares you the traveling and searching for your nice fittings.
You can avoid interaction with other players completly if you like and which I´m also guilty ( with real launch I will only play open but for learning the game it is actually nice ) but from what I heard from others even in open mode you rarely see anyone else that isnt an NPC.
Makeing money is a walk in the park if you trade or run missions till you have decent standings ( a few days ) and they drop 100-200k earning missions at you regular.
And then I see threads how hard this game is, starters need more credits, mission timer should stop when you log and so on...

Were I just missleaded by the Game title or do I overlook/read something that was already announced to come?

The NPCs seem to have the marksmanship of a James Bond villian at the moment!
 
actually, what would be nice is if your rank influenced the encounters you have by a small margin. so if your harmless you will rarely have elite's after you, but if your elite, your gonna have those who are dangerous/elite after you :)
 
I think the difficulty is fine. As I've graduated through the ranks to Novice the NPCs got harder and harder. Engaging a Deadly or Elite NPC is really challenging most of the times. In the USSs I've encountered several groups of pirates and while bounty hunting on nav beacons I've been in multiple situations where I had to run b/c the faction backed their member. With the conflict zones there's more potential for fighting comin.

If you want more excitement in the trading you can always venture into Indepent or Anarchy systems and get a lot of interdictions while being rewarded for the risk most of the times with higher earnings.
 
As I've graduated through the ranks to Novice the NPCs got harder and harder.

This is awesome news indeed and exactly as I proposed in another thread. Unfortunately, I refuse to work on my fighting rank right now due to the 'wanted'-bug, so I will not see those more dangerous enemies soon. Does your fighting rank (or maybe your trade rank?) affect the number of interdictions as well or just the enemy toughness?
 
What's this rubbish about npcs not having shields?

You may need to go check out a few deep space USS's

it costs me skip loads to repair my ship, but I guess I could take the easy "Live Die Repeat" option - it'd be cheaper - but you loose all that life's rep and any progress.
 
i am also one of those that thinks the game is to easy atm, but i can also understand the other parts point of view.
however i think the game world is big enough for there to be an easy compromise.
some parts of space could be made harder while others easier.
maybe make some real hell hole systems for us who likes to suffer.

personally i hope i will be dying allot later on near the thargoids homeworlds.

the game is also based largely on personal instants, things could be done whit that.
many other games got scaling instant systems, and there could actually be difficult level options when starting the game.
im not sure if thats the best idea, and i am just throwing it out there atm.

my point is, i don't think its impossible to please everyone.
 
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Most NPCs have never seen a combat school or have such weak fitted ships that they run out of energy very fast and cant shot back.

I guess if you have a really souped up ship it may not excite you, but my Sidey only just scraped through a pirate infested system in my hours play last night.

1st trip the pirate NPC took out my shields, shot me down to ~70% hull, closed the gap and suddenly my radar lit up like a christmas tree with grey squares as he let loose a barrage of heat seeking homing missiles to finish me off. I had another go at reaching my destination, I was followed by another NPC through 3 forced insta-interdictions, to escape our 3rd encounter with only 13% hull intact. I got one of his shield cells down and frankly just kept dodging and had to give up on firing back! The return journey saw a gang of pirateships threatening me (3 NPCs) for cargo, and frankly I never took the risk of testing out my new fragment cannon.

These few certainly shot back and i've been playing since pbeta so have the combat basics grasped. I think it must come down to where you're travelling to, whether the over-riding faction are n'er-do-wells, and perhaps your ship as to why you're suggesting everything is too safe. It's not my experience, so keep the faith.
 
and there could actually be difficult level options when starting the game

The inbuilt difficulty is essentially whether the system is federated > democratic > independant > anarchaic. Read easy, med, hard, very hard. It all yields a level playing field at the start, so I doubt your notion could be implemented easily as how could the novice play alongside the veteran in the same war-zone if each are on different difficulty settings?
 
The inbuilt difficulty is essentially whether the system is federated > democratic > independant > anarchaic.

this is kind of how i would prefer it to be like, but im not sure its implemented or is working correctly, seems im getting interdicted and having the same chance to meet elite npc's no mather if im in a federated/independent or an anarchic system atm,
i would very much like to see allot more elites in the anarchic systems, and to compromise a bit more for those who think elite is to hard make it so that systems closer to the empire cores have a lower chance for hard encounters while it increase the further out you go.

I doubt your notion could be implemented easily as how could the novice play alongside the veteran in the same war-zone if each are on different difficulty settings?

i play allot of multiplayer games and have seen allot of different ways it has been implemented.
and i am not saying the way other games are doing it are ideal, i just want to lift up that there are different options whit a system that is built around instants.
for example you could make it so that the one who enters a instants first determines the difficult level, or make it scale after time depending how long ago it was since someone else visited the area.
 
make it so that systems closer to the empire cores have a lower chance for hard encounters while it increase the further out you go.

Shame, I thought it was balanced quite well for that in my little snippet of the galaxy. I'm even finding ED broadly does this even within a single system with multiple stations and outposts, picking the obscure furthest away independant pirate outpost gives harder NPC's than going to the 'safer' federated/empire outpost in the same system... but I guess i'm taking into account the type of NPC ship encountered & its weaponry, gang size, and not just NPC rankings. Plus I choose to escape a lot of interdictions anyway depending on my cargo value :)

Seems we're all having different experiences. I guess it depends what you're used to. I cannot make any comment re difficulty levels in MP games working well in a non-coop game, certainly one like ED. Maybe you'll like the ED warzones more when they re-appear, as you can choose which faction to side with and support the underdogs for an instantly 'harder challenge' :)
 
AI are hopeless, hopefully this will get better. Shields have never been stronger, I used to die if I crashed, now I bounce :) Maybe they are trying to find the perfect balance.

Its not hard and its never been hard but I think we have had complaint after complaint about off putting difficulty levels its just become safety net after safety net now. We got insurance coming out of our eye balls, loans cos we were too stupid to save up for insurance in the mad dash to grind. I'm sure I saw cargo insurance too. I'm not sure, its too hard to die to check :). I used to blow up for accidentally overheating sometimes, I can barely do it on purpose now. They have removed all consequence of death even if you do manage to somehow blow yourself up. And you still hear people wanting more help added, complaints of dieing. Interdictions only once per 2nd friday, a rule against being shot at unless you shoot first or say its ok.

People wont be happy until they are indestructible and have enough tools added they can watch countryfile while it plays by itself :)
 
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