Elite: Easymode. NPCs stop shooting 'your' target...whatever next? (rambling rant)

Dude, why would a sidewinder npc that deals 1% of the damage to the target earn 100% of the bounty? Please, explain that simple concept to me. Hilariously, I had a 30k bounty stolen from me by an npc just 5 minutes ago.

Because bounties are credited for kills not how much damage you do. I can't believe people seriously expect a reward evertime they hit something. This is not Call of Duty!!
 
I was thinking just that, that little complaint has been rumbling about a bit. I wouldnt be surprised...

1.04 Now you are allowed to hit friendly ships 5 times but not within 5 seconds as that would be ridiculous.
1.05 You now have to press x to confirm you really meant to hit the player or not. No damage is done until you confirm you werent just accidentally hitting them.
1.06 Players can only enter combat if they agree to a duel.
1.07 Double credit weekends now added.
1.08 Supercruise now removed you now arrive docked inside the spacestation.
1.09 Infinte cash cheat enabled.

Woohoo, I'll be back when version 1.09 is implemented... That sounds like a mighty fine game, one I can actually play.

Ok, cool off, I'm only pulling your leg... sheesh...
 
How is guaranteeing that you get the bounty not making the game easier? People would employ tactics to get the killing shot. That tactic is no longer needed. EASIER. a Once a fight starts and you're a decent enough pilot to not get killed, the bounty is yours. Unless they FSD away....guess what's getting nerfed next?

It's not a guarantee. If you do the majority of the damage the NPC will try not get the last hit which is fair play and you'd expect that from a player. Players can still take the bounty from you as usual if you want to be an ass. Your still going to have to employ last hit tactics when dealing with other players. It makes NPC's more realistic as the only NPC's attacking the wanted target are clean.

Other guy is right, your wrong. deal with it.
 
It makes NPC's more realistic as the only NPC's attacking the wanted target are clean.

I don't see it as more realistic. The way they have implemented this change as I understand is that once you have hit a ship then any destruction of that ship by an NPC in the next 10 seconds will allocate the bounty to you. This is dumb. If they had made the NPC back off from attacking then I could say this is perhaps a little more realistic and maybe emulates what a player would do, though I feel would still be catering to new players that want an even easier game. But at least it would make sense and not be giving NPCs special rules.
 
How is guaranteeing that you get the bounty not making the game easier? People would employ tactics to get the killing shot. That tactic is no longer needed. EASIER. a Once a fight starts and you're a decent enough pilot to not get killed, the bounty is yours. Unless they FSD away....guess what's getting nerfed next?

You misunderstand. Just because some change might make some minor aspect of the game marginally easier, that doesn't mean that making the game easier is why the change was made. Bringing NPC steals into line with PC steals is a win independently of the easy/hard thing.
 
I don't see it as more realistic. The way they have implemented this change as I understand is that once you have hit a ship then any destruction of that ship by an NPC in the next 10 seconds will allocate the bounty to you. This is dumb. If they had made the NPC back off from attacking then I could say this is perhaps a little more realistic and maybe emulates what a player would do, though I feel would still be catering to new players that want an even easier game. But at least it would make sense and not be giving NPCs special rules.

And I'm sure they would have done that if they could, but it's evidently a hard thing to achieve. Special NPC rules are unavoidable when NPC intelligence is limited. Current background AI trading fixes are a perfect example of that—give them free rein, and you get the unrealistic behaviour we've been seeing; special rules are needed to curb dumb AI trading and bring them in line with human traders.

Edit: This has been seen in the real world too; IIRC dumb pricing algorithms used by some Amazon Marketplace traders have led to bizarre situations such as everyday books being put on the market for millions of dollars. Real people don't need special rules to stop them from setting ridiculous prices.
 
Last edited:
In all honesty in the real world if another bounty hunter apprehends or kills your target before you, he rightfully deserves the bounty, regardless of the amount of time you spent tracking the target. Even if the opposing bounty hunter stole that info from you, he'd still get the bounty.
I don't think that's fair necessarily, and I don't think that's an ideal system, but its how the system would work.
 
The recent change to NPCs so that they no longer "steal" kills from people who couldn't learn to play well enough has made an easy game even easier.

Where is the difficulty? Where is the "Dangerous?" :-(

We have an influx of new players who can't figure out game mechanics, so whine and whine until a good game mechanic gets patched out.

We have toothless NPC interdictions, which are an exercise in whether you remember where your boost button is or not, we have Anarchy systems which are the safest places to be, and now NPCs who will doff their caps and let you take out "your" target.

Lame.
On one hand we have people who've never played a game since the original Elite, who think that this is the most amazing thing ever, because now Elite 1 has decent sound and graphics.
On the other hand we have others who have to be led by the hand, and then start crying if an NPC gets the last shot.

Up until now, FD would have posted a message telling the whiners to go and make their own game if that's the sort of game they want to play. But now we have pandering.
Please make it stop!

yea, this game is made by old ppl for old ppl... they like everything in this game to be as boring as it was in the 80s. No evolution, no new ideas, no change - except for fancy eye-candy and some sort of pretty online mode.
 
How is guaranteeing that you get the bounty not making the game easier? People would employ tactics to get the killing shot. That tactic is no longer needed. EASIER. a Once a fight starts and you're a decent enough pilot to not get killed, the bounty is yours. Unless they FSD away....guess what's getting nerfed next?
I'd rather bounties are harder to get because the pilot is hard to kill, or the target has wingmen with him. Not because it's so easy you are just playing a DPS mini-game with other NPCs. Many proponents of this change still want a challenging game as well.
 
Im a little confused.

They way I read it was that nothing changed regarding the way the AI acts in combat, they will stil attack the target, but you get the bounty if it dies to any other damage within 10 sec of you hitting it.

the title of your post suggests that the AI are not attacking them at all, is that now the case?

Hello Commanders!

This change means that NPC ships that come in and "magpie" a kill from you, getting the kill shot (of which the *vast* majority are authority ships) don't steal your bounty claim.

The way it works is that if you attack a ship and it dies to *non-Commander* damage within the next ten seconds, you will still be awarded the bounty claim. This is an expansion from the previous rule, which was if the ship destruction was due to *non-ship* damage (such as T-boning an asteroid).

It doesn't affect the AI, it's just prevents the police from kill stealing/trolling so much.

Hope this helps clarify things a little.
 
All these threads make it apparent to me Frontier need to make two game modes ASAP or risk losing half their player base.

One for people who want a challenge, to get punished for mistakes and encouraged to learn and improved.

Another for people who want a pat on the back and a cookie whatever they do.

Call them Hardcore/Casual Arcade/Simulation Hard/Easy

Splitting the player base into more different game modes really wont make a difference when you so rarely see other players anyway.
 
Am not playing it anymore, becouse game is broken for me just becouse of one I WIN module, shield cell bank. PvE is no more attractive as it requires no skill and theres no challenge anymore.
 
Last edited:
All these threads make it apparent to me Frontier need to make two game modes ASAP or risk losing half their player base.

One for people who want a challenge, to get punished for mistakes and encouraged to learn and improved.

Another for people who want a pat on the back and a cookie whatever they do.

Call them Hardcore/Casual Arcade/Simulation Hard/Easy

Splitting the player base into more different game modes really wont make a difference when you so rarely see other players anyway.


lol, half of the player, you make me smile :)

Ok, you, the game is too easy? then build but your shield, and take
only a laser pulse and then fight against a Cobra or against a
Anaconda !!! where is your problem ????
 
I'm quite sure it's there.
I'm clueless about the pvp too, but I can imagine what difference it brings to a dogfight when the opponent thinks like you.

When you fight in the warzones you'll often meet players on the opposing team.
My experience thus far has been that they're fairly easy to kill ;)

They also run away a lot quicker than your average npc.
 
We are now one step closer to quick time events, cut scenes and fast travel. Well done.

It was easier for the noobs who need their hands held to come enmasse and cry their eyes out to be able to progress in the game than close distance to the target, manage power distribution and time their shots. It's a wonder any of us in alpha or beta managed to get out of a sidewinder... Now totally illogically NPC ships will just stop firing because YOU have to get the kill.

Is it a big change, no not really and only affects the total noob. However, it sets the precedent. If enough knuckle dragging noobs whine collectively they'll implement changes to make the game easier.
 
We are now one step closer to quick time events, cut scenes and fast travel. Well done.

It was easier for the noobs who need their hands held to come enmasse and cry their eyes out to be able to progress in the game than close distance to the target, manage power distribution and time their shots. It's a wonder any of us in alpha or beta managed to get out of a sidewinder... Now totally illogically NPC ships will just stop firing because YOU have to get the kill.

Is it a big change, no not really and only affects the total noob. However, it sets the precedent. If enough knuckle dragging noobs whine collectively they'll implement changes to make the game easier.

Good reading there dude.

The NPCs keep on doing what they do, but if they killshot a target within 10 second window of player damage, the player gets the kill.

No performance changes on there.

And what do these few K bounties even mean to you? Aren't the pros in anarchy systems hunting real bounties? Or do some actually say they are pro and just hunt NPC bounties?
 
Last edited:
I don't get the rights to kill an NPC that missfires on me, so this is immersion breaking and makes no sense at all.

Maybe not a Fed/Security ship doing it (which seems reasonable, they're police) but I think any other NPC and you would be able to fire back. At least it used to work like this, and if it doesn't I would argue it should. I wouldn't argue that you should be able to hit them and get away with it.
 
Back
Top Bottom