All RES are total crap now for hunting.. is this what FD want?

Hopefully this gets fixed properly soon. I prefer combat zones because of the constant action but with every NPC at 'mostly harmless' it gets a bit boring after a while. And what's with all of the frag cannons all of a sudden?? Was there a warehouse going out of business, selling off their frag cannons for pennies on the dollar?

Have you not read the post on the NPC forum? "OMG, shotty totally overpowered LULZ"
Generally, I do also feel like the weapons load-outs in 1.3 are way worse than in 1.2. On the other hand, I occassionally stuck to my target (typically an Anaconda) in 1.2 after shields went offline, but now that is deadly due to all the cannons.
 
Agree. High Intensity is now Highly boring, barely any ships. seriously?

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Fellow Commanders, I too have noticed a distinct lack of worthy targets at not only RES sites but also Nav Beacons. Firstly, if you think about it, Nav Beacons should be the natural haunt of any nefarious pilot as all ships coming into the system have to go through that point (could never understand why all the combat at a RES, those poor miners ...).

Secondly, think about it. Galactic war has broken out, various factions have consolidated their own space and are actively seeking out to expand and they need killers, they need traders who like to flirt along on the outside of the law. That is where all our highly ranked Commanders have gone, they are off playing Power Play and left the Res and Nav Beacons to those lowly ranked guys ...
Actually no, because no one needs to drop out of Supercruise at nav beacons, so it doesn't make sense, actually :)
 

Michael Brookes

Game Director
It's fair to say that the resource extraction sites aren't working as expected at the moment. The following changes were made for 1.3:

- Added in the new ships for each of the archetypes that spawn into RES locations. There are now between 4-7 different ship types that each of the 3 spawn maintainers can choose from. There’s also a nice selection of different scenarios for each scenarion to choose from.
- Smoothed out spawning by delaying some of the ships. Same number of ships will eventually appear after approximately 30-90 seconds, it was merely added in to reduce any heavy load slowdown when you first arrive at a RES site.
- Made high, normal and low intensity also mean high, normal and low skill for the ships that spawn into the RES site.
- Balance of high intensity is in favour of pirates and security ships for low intensity.

At the moment it seems that these are sometimes working and sometimes not so we're investigating why this is the case.

Michael
 
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It's not for bounty hunters, it's for miners and pirates.
That's incorrect. What was announced was that for miners it would be tougher but more rewarding sure, but also that there would be more targets for bounty hunters.

Not to mention FD themselves just posted today about the fact High Intensity is now High Skill.....but all I have seen are a few mostly harmless and novice ships, nothing high skill about that.

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I just finishes a 1 hour session in High intensity.
I got 1.4 million.
I came across no Conda's but after SC out a couple of times master level Python and dangerous Vultres started to appear every couple of minutes.
Pythons paid up to 150.000.
Also it can get rather nasty as 1 master Python and 3 dangerous Vultures all spawned together
Well then that's pretty crap. Before you'd get 1 million for 15-20min work. That's just nerfed to hell now. I spent 20min and only got 289k...ridiculous, not viable at all for bounty hunters. CZs seem to be more profitable right now.

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I may go back tonight and try it again. The normal RES I usually frequent seems better after the update. I am hostile to the small faction and they seem to be spawning Dropships and FDL's pretty regularly.
FDL's in a RES? Done literally hundreds of RES, never ever seen a single FDL.
 
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I'd like to see more Novices with high bounties. Pirates don't need to kill their targets, and so their PF rank in combat goes up very little. They still should have some experience though.

It makes sense, Novice is about 70 kills, and a pirate with more than that is either a bad pirate, bloodthirsty or not a pure pirate.

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Yes, as I stated before, it isn't a bounty hunter's territory anymore. It's for miners and pirates.

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It isn't centered around bounty hunters. Think of it through the eyes of a miner: Higher risk, higher reward. High intensity.
Again that's wrong. Not what was announced by FD so I'm pretty sure they know better than you what it's meant to be. It's just not what they said it would be or probably intend it to be
 
yep res are combat sites with mining as in bring your buddy to defend the miner. yep i saw tons of cops in a hi site like there spawing to help with the new ai thats not there.
 
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It's fair to say that the resource extraction sites and working as expected at the moment. The following changes were made for 1.3:

- Added in the new ships for each of the archetypes that spawn into RES locations. There are now between 4-7 different ship types that each of the 3 spawn maintainers can choose from. There’s also a nice selection of different scenarios for each scenarion to choose from.
- Smoothed out spawning by delaying some of the ships. Same number of ships will eventually appear after approximately 30-90 seconds, it was merely added in to reduce any heavy load slowdown when you first arrive at a RES site.
- Made high, normal and low intensity also mean high, normal and low skill for the ships that spawn into the RES site.
- Balance of high intensity is in favour of pirates and security ships for low intensity.

At the moment it seems that these are sometimes working and sometimes not so we're investigating why this is the case.

Michael
They're mostly not working. So it's a huge issue.
 
It's fair to say that the resource extraction sites and working as expected at the moment. The following changes were made for 1.3:

- Added in the new ships for each of the archetypes that spawn into RES locations. There are now between 4-7 different ship types that each of the 3 spawn maintainers can choose from. There’s also a nice selection of different scenarios for each scenarion to choose from.
- Smoothed out spawning by delaying some of the ships. Same number of ships will eventually appear after approximately 30-90 seconds, it was merely added in to reduce any heavy load slowdown when you first arrive at a RES site.
- Made high, normal and low intensity also mean high, normal and low skill for the ships that spawn into the RES site.
- Balance of high intensity is in favour of pirates and security ships for low intensity.

At the moment it seems that these are sometimes working and sometimes not so we're investigating why this is the case.

Michael
but are the RES consistent now and generate pirates based on information we can access from the background simulator, ie general system security level, influence of the local outlaw faction and so forth? Or is the supacruise out and back in lottery still in place?

Also, if local outlaw faction influence level matters, what's there to prevent piracy extinction now? I've noticed every single "unfettered" faction I've ever looked at has only went down and down, from 26% to 1% in some cases - explanation here is simple, players keep killing them for their bounties, and no one does anything to raise them again.
 
I'm seeing plenty of ships...but unfortunately they are all cops
Very strange

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Which is way to much. I for one am happy that bounty farming might take the backseat to bounty hunting.
Perhaps it is **too** much. But now it's nerfed so badly it's not even a viable profession anymore. We need balance not total nerfing or out of balance over the top rewards
 
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It's fair to say that the resource extraction sites and working as expected at the moment.
...
At the moment it seems that these are sometimes working and sometimes not ...

working as expected == sometimes working and sometimes not.


That's what I call "working as implemented", not "working as intended", and definitely not "working as expected".
 
but are the RES consistent now and generate pirates based on information we can access from the background simulator, ie general system security level, influence of the local outlaw faction and so forth? Or is the supacruise out and back in lottery still in place?
I think it's safe to say from the posts here and my personal experience it's not consistent at all!
 
It's fair to say that the resource extraction sites aren't working as expected at the moment. The following changes were made for 1.3:

- Added in the new ships for each of the archetypes that spawn into RES locations. There are now between 4-7 different ship types that each of the 3 spawn maintainers can choose from. There’s also a nice selection of different scenarios for each scenarion to choose from.
- Smoothed out spawning by delaying some of the ships. Same number of ships will eventually appear after approximately 30-90 seconds, it was merely added in to reduce any heavy load slowdown when you first arrive at a RES site.
- Made high, normal and low intensity also mean high, normal and low skill for the ships that spawn into the RES site.
- Balance of high intensity is in favour of pirates and security ships for low intensity.

At the moment it seems that these are sometimes working and sometimes not so we're investigating why this is the case.

Michael

Thank you Michael for respond.
 
I think it's safe to say from the posts here and my personal experience it's not consistent at all!

Looking sideways out of a roller coaster, the movement might seem really inconsistent. If you look ahead, you'll see that it's pretty damn consistent with where the tracks are going.

Maybe, just maybe, the people who put a little(much?) more effort to think about system security, checking if the ring is pristine or depleted, checking for pirate faction influence, or planet distance from entry point, and as a result fighting with master / elite ships - in wings like dropship + 2 pythons - might have a point?
 
so official there still bugged. now all the traders on hear crying bounty hunter actually can make as much as there beloved trading can go away.

security level is if they spawn hi level or not. and thats the problem hi levels are acting like low level or not at all.
 
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