Should Elite have a difficulty setting?

I don't see why it's an inherently bad idea. Obviously it could only make NPCs easier or just less likely to attack, so there would be no point using it outside Solo mode. And obviously the actions of players on lower difficulties should have much less of an impact on the background simulation, and maybe rank caps, etc.

But I do not understand the obsession some people have with driving casual players away, the hatred some people seem to hold towards anyone who doesn't have time to spend 12 hours a day honing their dogfighting skills and maybe just wants to fly a spaceship around occasionally without constantly being murdered. Many of the core Elite audience, people who played the original 30 years ago, now have families and demanding jobs. If we're going to game at all, it will be casually. Why are you so obsessed with taking this game away from us?
 
I don't see why it's an inherently bad idea. Obviously it could only make NPCs easier or just less likely to attack, so there would be no point using it outside Solo mode. And obviously the actions of players on lower difficulties should have much less of an impact on the background simulation, and maybe rank caps, etc.

But I do not understand the obsession some people have with driving casual players away, the hatred some people seem to hold towards anyone who doesn't have time to spend 12 hours a day honing their dogfighting skills and maybe just wants to fly a spaceship around occasionally without constantly being murdered. Many of the core Elite audience, people who played the original 30 years ago, now have families and demanding jobs. If we're going to game at all, it will be casually. Why are you so obsessed with taking this game away from us?

Then play a single player game like X3, or farming simulator? Perhaps Elite Dangerous isn't for you?
 
Then play a single player game like X3, or farming simulator? Perhaps Elite Dangerous isn't for you?

I was told to go find a new game earlier because i wanted decent combat.

Seems to be the stock response.

Honestly though, FD wanted us to be able to play how we wanted, so I think its on them to make good on that.
 
The only way I could see any form of difficulty levels working would be to have NPC difficulty selectable.

Not very good at combat? Then dial down the NPC skill/frequency and have reduced rewards for killing them.
Pew pew expert? Turn it up, get bigger bounties but make even the sidewinders difficult to kill.

You can't do anything about PvP. That's what it is and couldn't and shouldn't be messed about with.
 
Rather than the difficulty being explicitly selectable, the various npcs should scale to your combat rank (and maybe ship as well), with a little rng thrown in to spice things up (rather than rng being the sole determinator of what type/rank of enemy is generated for you)

I say ship type should factor in as well as it prevents gaming the system in keeping your combat rank low while flying a t9 - this should generate tougher enemies as you are in a juicier target

i.e. Harmless pilots in sidewinders should predominantly find themselves fighting similarly skilled and equipped enemies, with only a very small chance that an elite anaconda will drop in on them. Likewise, a dangerous pilot in a python should only rarely find him/herself attacked by mostly-harmless sidewinders, and instead have a greater proportion of elite enemies in tougher ships

i know there was talk somewhere (still trying to find the post) of this sort of scaling occurring, but haven't seen any evidence of it yet
 
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The only way I could see any form of difficulty levels working would be to have NPC difficulty selectable.

Not very good at combat? Then dial down the NPC skill/frequency and have reduced rewards for killing them.
Pew pew expert? Turn it up, get bigger bounties but make even the sidewinders difficult to kill.

You can't do anything about PvP. That's what it is and couldn't and shouldn't be messed about with.

Agreed, x 10. I already view solo vs open as a form of global difficulty setting, pitching you against AI rather than humans. I think this comment above aligns most closely with what I was thinking [and make allowances; my original post was after 3/4 of a bottle of Cabernet Sauvignon] I for one would appreciate the ability to 'dial-down' things like interdictions for simple cargo scanning, or when fuel scooping. Actually, that's all I really object to mostly, after 1.1, the interdictions previously felt a little more special; now they seem like a bus conductor asking to see your ticket for every journey, just tedious. In most cases, interdictions are something I can easily boost away from in my Asp, but often picking up thousands in hull damage each long route, as I choose not you run with heavy shields.
 
No risk? Why bother? Exploring space should be dangerous. Crossing the roads bloody dangerous. This may be the wrong game for you.
 
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