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

Of course there are many systems to counter abuse. Apologies, I'm pretty ambivalent on this whole issue, it's a very minor thing to me either way, but the points made by people who have seen the gradual changes from beta onwards are valid.
I'm not saying they aren't valid points and some of them make me think too.
For example the difficulty, which some say is way too easy and should be cranked up.

For me, that means even if the game is alright now, it might become too easy when I get more skilled.
Solution -> instead of cranking up the difficulty from all over the place, it should be cranked up in some places, just as the down shifting of the difficulty shouldn't have been global, but instead concentrated to the space where people start in.
That way new and/or bad players would have a space to practice/play safe while the skilled ones would travel out to the dangerous void to challenge themselves.

I really wish they do something like this, so there would be something to practice for.
 
I wish they'd revert to the way it was. This is another 'pleasing the masses' nerf that is yet another game-changer (not for the better).

I cannot imagine changes like these being the game THEY wanted to produce. It's an unrealistic change. NPCs wouldn't stop killing because a PC (member of the Pilots Federation) is attacking.

This, the collision nerf/bug? etc. will take the challenge out of the game. Remove the challenge and you remove any lasting entertainment value.

Please reinstate the last hit gets the credit, collision damage realism and true AI/NPC difficulty (based on their skill level). Balancing AI can be done better by lessening the odds of meeting up with more difficult NPCs in more 'legal'/policed areas and greater odds in more 'dangerous' areas.

I realize balancing isn';t over but I feel making it too easy is a huge coffin nail.
 
I wish they'd revert to the way it was. This is another 'pleasing the masses' nerf that is yet another game-changer (not for the better).

I cannot imagine changes like these being the game THEY wanted to produce. It's an unrealistic change. NPCs wouldn't stop killing because a PC (member of the Pilots Federation) is attacking.

This, the collision nerf/bug? etc. will take the challenge out of the game. Remove the challenge and you remove any lasting entertainment value.

Please reinstate the last hit gets the credit, collision damage realism and true AI/NPC difficulty (based on their skill level). Balancing AI can be done better by lessening the odds of meeting up with more difficult NPCs in more 'legal'/policed areas and greater odds in more 'dangerous' areas.

I realize balancing isn';t over but I feel making it too easy is a huge coffin nail.


... but firstly get rid of the "Health Potions of L33tness", because they're the biggest cheat in the entire game and everybody uses them.

They make the gamer so easy and let anybody and everybody get big kills by just sitting there and spamming Shield Pots.

Nothing makes the game easier and dumber than Shield Cells.
 
Shield cells do not unbalance the system ..as long as the NPCs have them as well.

Longer fights are not necessarily worse. I enjoy a good challenge (as opposed to 10-20 seconds of whoever shoots first wins)
 
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Shield cells do not unbalance the system ..as long as the NPCs have them as well.

Longer fights are not necessarily worse. I enjoy a good challenge (as opposed to 10-20 seconds of whoever shoots first wins)

Yes they do.

You dont need to put pips into systems because you can use shield cells instead.

That results in more pips for weapons and engine

That makes it easier to kill stuff.



Everything about Shield Cells is wrong, and they inherently unbalance the entire power-distribution system (which underpins every aspect of flight and combat).
 
And yeah, I moaned about the idiot arrows, because they were an obvious little tweak added into the game for a very small minority of players on the forum who couldn't get the very simple mechanic of how the station rotates and where the slot is.

Wait...what? Arrows? What arrows, where? On the stations to show where the slot is? I haven't seen anything like that, I always look at how the station rotates for a second and figure out which side is turning counter clockwise. Where are these arrows? Do they show on the hologram when you target the station or something?
 

Lestat

Banned
Wait...what? Arrows? What arrows, where? On the stations to show where the slot is? I haven't seen anything like that, I always look at how the station rotates for a second and figure out which side is turning counter clockwise. Where are these arrows? Do they show on the hologram when you target the station or something?
Ya when you click on the station you see triangle pointing to the one side the entrance.

This game gone from Being Great to being to easy.
 
Totally agree that the game is being dumbed down way too much atm. FD, please stop catering the whiners!
 
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Yes they do.

You dont need to put pips into systems because you can use shield cells instead.

That results in more pips for weapons and engine

That makes it easier to kill stuff.



Everything about Shield Cells is wrong, and they inherently unbalance the entire power-distribution system (which underpins every aspect of flight and combat).

Not true.

Example:

Player A has 4 pips into systems, SCBS, and is engaging Player B
Player B has 0 pips into systems, SCBS and is fighting Player A

(It is well known that shield strength increases exponentially with 4 pips into systems)

Both players are armed with the same armaments and ship for the sake of the argument.

Player A maintains a effective fire solution on Player B for a period of 20 seconds.
In response to this, Player B is forced to burn 5 cells in order to maintain shield integrity.

Player B manages to do the same to Player A, who is dynamically assigning pips when needed, and places 4 pips into systems for the duration Player B has an effective firing solution.
In order to maintain shield integrity, Player A is forced to burn 2 cells.

Player B loses due to poor placement of pips, with Player A emerging the victor due to attrition.

Without SCB, Player A and B would lose shields, run off for extended periods of time, then re-engage when shields come back online. This effectively kills large ships, making their presence irreverent in the game world. At one point SCB's did not exist in the game, and the combat suffered as a result.

Claiming that SCBS are a necessity is equivalent to stating that trade is impossible when lacking cargo racks, and bounty hunting cannot be done in anarchy when lacking the KWS.

In addition, long combat is done by design in this title. The vision was always prolonged engagements where both parties may be able to make mistakes and still manage to continue the encounter. The lack of Yaw contributes to this.

Weather or not the NPC's should be able to use SCB's is debatable. However by no means are they a "I win button". Especially against NPC targets that find difficulty hitting a stationary target.
 
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Lestat

Banned
Here my idea. set it so there a switch. before leave the station. current mode & The original mode

Current mode You get half of the bounty because it easy. No real skill required.

Original mode. is set before 1.03 With the risk of losing the kill and the Challenge and you can get the full bounty if you destroy the target.
 
Well today the fed security came when I was fighting a wanted. And they started to shot me! I wasn't even wanted and there's no bounty at all on me! Well, that's a good way to make the game harder I guess hahaha.
 
Well then, you're a dishonourable player. Can you live with that?

Many thanks for the laugh- your post was the stupidest thing I've ever read on a gaming forum. If you think stealing kills from NPCs in Elite dangerous is "dishonourable", you'll be mortified by me driving on th crowded pavement in GTA.

I have an SM website you may be interested in.
You should really keep your fetishes to yourself, there are kids on this forum.
 
For the same reason a human player would get 100% of the bounty for dealing the last 1%... works both ways, just got make sure you're in position and time your shot... part of the fun and I agree with the OP, although can be frustrating it adds to the excitment and risk of committing to a fight.

Totally agree.
Previously authority ships would attack your target helping to wear them down but shooting less frequently so you could get in at the end and take the kill shot. Sounds like now if I shoot at the same target the other ships back off and leave it mono et mono, which is fine, but sometimes it's nice to have a helping hand.

Regarding the stealing of kills, I think of e:d as much like the wild west, where bounty hunting was legal and it was the hunter that brought the body back who got the bounty, not always the one that put in the most work.
 
I think space faring should be unforgiving and unfair, just like life. Boo hhooo someone took the last toy I was in line for. Too frakkin bad. Try another toy or another day. That's life and no one should have special treatment, not even players.
 
I think space faring should be unforgiving and unfair, just like life. Boo hhooo someone took the last toy I was in line for. Too frakkin bad. Try another toy or another day. That's life and no one should have special treatment, not even players.
Yeah, make it all harder without even giving small space for the new guys.
How would you like it if they took away all the challenge you want to face?
 
Yeah, make it all harder without even giving small space for the new guys.
How would you like it if they took away all the challenge you want to face?

There are plenty of sideys or eagles that are easy picking for the starter sidey with starter guns so that isn't much of an argument.
If someone isn't inherently much of a pilot then dogfighting is not for them, it shouldn't be made easier.
I'm not into exploring, I find it slow and uninteresting, so should FD invent things to make exploring easier for me? No of course not. I just decide I don't want to go exploring.
 
There are plenty of sideys or eagles that are easy picking for the starter sidey with starter guns so that isn't much of an argument.
If someone isn't inherently much of a pilot then dogfighting is not for them, it shouldn't be made easier.
I'm not into exploring, I find it slow and uninteresting, so should FD invent things to make exploring easier for me? No of course not. I just decide I don't want to go exploring.
No, FD should make the early game easy so people can learn to play.
Solution for this could be making systems solely for this purpose, with tutorial style missions.
After those the bad players would know how the system works and leave for the harder areas.
Nothing lost for the people who want challenge, a ton gained for those who want to learn.
 
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