I think more likely than the fact that Crimson State players have more integrity, are better looking and just plain excellent in bed is the fact that the Equality party is paying out much more because of the capital ship. Equality are attracting more players who can't really afford to rebuy anything bigger than a cobra and it's the Crimsons that all 1%ers who can afford to have principles are siding with.I've seen the exact same thing, I've only had Eagles have stay to fight me in my FDL. Vultures and other FDL just withdraw or leave all together, unless I'm massivly out numbered then they desend in bloodlust. Which does indeed imply the majority of Fed players are just there to farm NPCs.
On the Crimison state side, I've seen the exact opposite. People are putting big expensive ships in the line of fire, even Anaconda are wading into the fray. Those are big rebuys being put on the line, it goes to show that having cause is a really good incentive to get involved.
Elite Dangerous needs more causes to champion.
But people aren't playing the way I want them to! Somebody do something!Ways to improve :
- Blockade or combat goal should be set to open only. The T9 goal should be countered by Fed players in supercruise or at the station interdicting and taking out Lugh cmdrs before they smuggle the goods in the station. Right now you can slip in solo and make a ton of cash with no consequences.
- Players shouldn't be able to switch sides, once you sign up for a Lugh or Fed goal you're locked in to it. This will automatically lock you in to that faction when you enter a combat zone.
I'm with you here though, interdictions in general are nothing but a way for NPCs to grief you.They should also sort out or remove the "military interdictions". I'm sick of getting pulled over by a military ship that does nothing except inconvenience me. If we were locked in to factions and I've picked Lugh and I'm pulled over by the Feds then they should attack and visa versa. Right now it adds nothing to the gameplay at all.
Is that not just the same thing though? Just making the AI so good that it kills 90% of solo players is effectively the same thing as banning that 90% from doing the event in solo.You guys are missing the entire point of Solo mode.
If solo mode is too easily 'farmed' towards Community Goal then the solution is not to penalize Solo players, exclude them from the Community Goal as a whole, or force them into Open Play.
The solution is for Frontier to make the (currently) useless NPC's more of a challenge. Elite NPC ships should destroy the average Elite player (in similar ship as the NPC) 9 out of 10 times. The fact that Elite ships end up doing 'a little bit' more damage to your outer shield layer than anything lower than Elite is not a challenge.
It's not Elite Dangerous, it's Elite Useless-NPC's.
No: Fast travelling would make easier the quick grind of goals that would come together in different places of the galaxy.The game needs "fast travel" for these community goals. It was the same the last few CGs, just too far away to bother.
I hope you reported them.I'm with you here though, interdictions in general are nothing but a way for NPCs to grief you.
Fast travelling
Do you want to get into a semantic argument about the word I used? Or can we agree that it's nothing but an irritation to be less than a light second from your destination and have an NPC interdict you, leaving you with the choice of either submitting (and ending up much further away from your destination because it dumps you where the interdictor is) or escaping (and ending up much further away from your destination because you flew away from it while avoiding the tether)?I hope you reported them.
This.
This is why combat zones are very one sided. One or two wings on the same side and you end up with 4-8 players dominating the enemy field, taking out everything in sight. NPC which are on their side only bolster their numbers, while enemy NPCs get taken out faster than they can spawn.
This leads to players claiming that combat zones are boring and fighting over targets. This leads to kill stealing, friendly fire and whatnot.
In the meantime, opposing players trying to join the instance only find themselves in front of a wall of red contacts, with the only option to quit the instance, or quit the game (since the game will place you in the same instance on re-entry) or end up playing a cat and mouse game (if they have a fast ship) which can be fun, in the beginning, but gets boring fast and leads to no combat bonds.
In short, NPCs should be used to balance player presence in an instance, by having ships of appropriate strength and size either spawn or supercuise away accordingly.
It's been going a lot longer than two days, I think.in two days?
I imagine there is already something going on behind the scenes when it decides what instance to drop you in. Queueing doesn't really work though given the way we drop out of SC, would it make us pause for x minutes?Lugh has been going on for over a week.
I don't know what can be done about the unbalanced conflict zones with the way the instancing works. In a client-server model maybe we would be able to have a lot more players consolidated into instances, and that might help. Another option might be to do a queuing system where the instance isn't created until there are a minimum number of players on either side, but I don't think players would like that in the context of the main world (though it would probably be how the arena piece that has been rumored works).
But it isn't unbalanced, it is great fun and perfect the way it is.Lugh has been going on for over a week.
I don't know what can be done about the unbalanced conflict zones with the way the instancing works.
Is the smuggling Intel still going. Stuck in middle of a forest at moment but hoping to get on tomorrow maybe even tonight if I do a runner
Lugh has been going on for over a week.
I don't know what can be done about the unbalanced conflict zones with the way the instancing works. In a client-server model maybe we would be able to have a lot more players consolidated into instances, and that might help. Another option might be to do a queuing system where the instance isn't created until there are a minimum number of players on either side, but I don't think players would like that in the context of the main world (though it would probably be how the arena piece that has been rumored works).
What we can learn is that these events need more explanation and communication in the forums: Where to join; Where to choose a faction; Where to cash your bonds; etc. Even now its not clear to me what the idea is of the tiers and the reward scheme: Do we have to wait until the event is over for a final reward? Anyway: Communication, advertising, it could be MUCH better!
No: Fast travelling would make easier the quick grind of goals that would come together in different places of the galaxy.
The reward are good enough to make you "bother". And if you dont, it's your call.