Discuss the AI here!

What do you think of the new AI?

  • Too hard

    Votes: 954 46.7%
  • Just right

    Votes: 838 41.0%
  • Too easy

    Votes: 117 5.7%
  • Other (give reason)

    Votes: 134 6.6%

  • Total voters
    2,043
  • Poll closed .
Status
Thread Closed: Not open for further replies.
We have bad habits from a 2 years of playing - combat with NPC was very very easy - this is the main problem of people who claims NPC are too hard. We have a long discussion about that on our TS, and we developed that conclusion.

We just need evolve, play different, now we need to use more brain than fire button. We just need to adapt and everything will be fine :)
 

Ian Phillips

Volunteer Moderator
oh no. Please lock it again. I was just starting to enjoy the forums again :(

After having been accused of deliberate censorship and dishonesty this time and receiving cryptic PM's about my moderation morals whilst I was asleep, if it gets locked again I'll be sure to state that it is being permanetly locked :). Then there will be no doubt!
 
While you make some good points you are forgetting new players, I keep harping on about this but every game needs new players and Elite Dangerous more so because it's an evolving game. As it stands new players will quit playing inside a week


That is so true.
 
Not a human right, no. However, it IS a game, and there is a natural expectation that we will be able to compete, to have a CHANCE to win. As it stands, from what I'm hearing, my T6 won't have a chance. In that event, there's no GAME.

I use a Python good shields, 2 grade A shields, 2 grade B, for a cargo carrier, you'd think that would give an edge in hauling missions, unfortunately not with the current state of the game, so I hear you about the T6.
 
Sorry for the duplicate thread :eek:
https://forums.frontier.co.uk/showthread.php?t=257035

I wrote :
A quick message that may perhaps displease
I don't want to create conflict (or a troll), but just give my opinion on this update
sorry for my English

I find that the IA are fine now. They are harder, the players must be more careful.
players are invited to play in wings.
HREZ and hard CZ get really dangerous (seems normal to me)
For me, This update supports small and medium-sized ships (I always like to have lots of small specialized vessels).
I always thought that it was necessary to accept often losing his ship in Elite. It's important for me, because I am more free and make me less worry.

And... these boosted IA: maybe she prepare us for the arrival of Aliens and Thargoids;)

this is only my personal opinion. I prefer the game now and I will it stay that way ;)

I voted Just right :)
 
Last edited:
After having been accused of deliberate censorship and dishonesty this time and receiving cryptic PM's about my moderation morals whilst I was asleep, if it gets locked again I'll be sure to state that it is being permanetly locked :). Then there will be no doubt!


Then maybe some other mod could lock it? Since Agony posted it, he could simply request that it be closed. ;)

I care about free speech as much as anyone. But I care about the health of the community more. And this thread is people talking past each other. Supporters of SJA's AI vs critics of the new Engineer Mods strength. They aren't even talking about the same thing. Just arguing in circles.

Maybe open a new thread about whether Engineer Mods are:

Too Strong
Just Right
Not strong enough
Other

Then maybe people can be talking about the same thing at least :). And probably agreeing a lot more too.
 
Just a quick reminder, solo players do not get access to wing mates, I hope one day they'll implement NPC wing mates for those of us who have no interest in the multiplayer side.

Am I remember correctly that Sandro had commented not that long ago that they would be implementing this? (Honest question, as I'm not sure.)
 
I remembered good suggestion from CaptainKremmen which, in light of ongoing changes to game, becomes even better now, year and a half later. To quote him:

We're all aware by now that it's an impossible task making all NPCs, all areas and all missions BALANCED in terms of challenge/difficulty for all players. It's a pointless, meaningless exercise. It can't be done, and it shouldn't be done. Instead, FD, you need to give players the information they need to assess and manage their own RISK LEVELS adequately.

When you add what this guy has said (sorry, I missed to remember the poster's name)...

These OP NPCs have a place in the game if I actively seek them out:
- high ranked kill missions
- haz res or compromised beacons in low security systems
- high intensity CZs

They shouldn't be seeking me out unless:
- I foolishly accept a mission above my grade that goes to a low security area that contains factions that actively oppose the factions that benefit from the mission
- I run valuable cargo into a low security area
- I have a large bounty
- etc.

... it becomes clear to me that the game needs to be rebalanced around this fundamental idea, imo.
 
Last edited:
Engineer mods for whom? Players or NPCs?

They're the same mods, afaik, which is the real issue impacting diffulty for most players (if you read the details of the 3800 posts :)) .

We just don't have them yet. In Beta, we had these mods and nearly everyone (80% by poll) agreed the AI was too easy once every CMDR was fully modded. They started off asking for AI nerfs, and by Beta 5 were begging for AI buffs in droves.

By the time we are done upgrading, our ships will have 3x the shields, 30% more speed, and more than double the DPS. It's going to be open season on NPCs.
 
Last edited:

I'd prefer even tougher AI and unEngineered NPCs (except for maybe in rare circumstances), if that could work out well enough and they could still stand a chance against players with mods.

That would at least seem (even if only perceptually) a little more fair to the 1.6 players as well.

Just a thought. Maybe not a viable one.

- - - - - Additional Content Posted / Auto Merge - - - - -

They're the same mods, afaik, which is the real issue impacting diffulty for most players (if you read the details of the 3800 posts :)) .

We just don't have them yet. In Beta, we had these mods and nearly everyone (80% by poll) agreed the AI was too easy once every CMDR was fully modded. They started off asking for AI nerfs, and by Beta 5 were begging for AI buffs in droves.

I thought I remember having heard Sarah say that the NPCs would (at some point if not already?) be limited to lower maximum mods that what players could get.
 
TMaybe open a new thread about whether Engineer Mods are:

Too Strong
Just Right
Not strong enough
Other

Yeah, I wonder why no one did that already... :rolleyes:

https://forums.frontier.co.uk/showthread.php?t=256496

PS: to stop beating around the bush already, that's why I have been very critical of the entire Engineers content, and generaly the way FDEV decided to implement progression.

Engineer mods and their relative power to normal equipment:

you don't have them - the NPCs are too stronk
you have them - the NPCs are too weak
you have 1.6 - go buy Horizons
you have the rock to someone's paper - run
you have the paper to someone's rock - hope they don't run

Can't we just have a flatter power curve to these mods?
 
Last edited:
I thought I remember having heard Sarah say that the NPCs would (at some point if not already?) be limited to lower maximum mods that what players could get.

What she said that in Beta 6 it was already happening (cue complains about NPC being too easy). Either someone borked something or it was design change to provide Engie mods to NPCs at full extent. That's one of issues I have pointed out to FD QA and I hope they sort it out. Modded ships should be rare according to SJA. They are clearly not.
 
Yeah, I'll have to add my two cents. I think it's a little too much. It may not be the individual ship difficulty, but the way it spawns ships according to your combat ranks. I'm getting tired of facing only dangerous+ ships. Mind you unlike some people I haven't lost my ship at all (my A rated FDL) but I've come close to it a couple of times. But I've been a combat only pilot since beta. I'm fine with the difficult AI for the elite NPC's. Just make them more rare. Bring some sense of normalcy and balance to the distribution.

I am scratching my head as to how the AI Dropship or anaconda can outturn my lightweight FDL though.
 
Given the trend in favor of "too hard" votes + the actual serious bug in NPC fire rating, I hope devs will consider the fact that votes are certainly influenced by a relatively frequent bug that is unrelated to actual AI difficulty (which for a weak player like me is perfectly fine now).
 

Robert Maynard

Volunteer Moderator
They're the same mods, afaik, which is the real issue impacting diffulty for most players (if you read the details of the 3800 posts :)) .

We just don't have them yet. In Beta, we had these mods and nearly everyone (80% by poll) agreed the AI was too easy once every CMDR was fully modded. They started off asking for AI nerfs, and by Beta 5 were begging for AI buffs in droves.

I would expect that they are the same mods. I would agree that some of the angst relating to the adverse step-change in the experience of some players would relate as much to the fact that some NPCs now sport modified weapons (and modules?) as the fact that the AI of NPCs has been augmented. Some of the angst may relate to bugs in fire-rate for some NPC weapons, of course.

Increasing AI difficulty for all players so that experienced players with full access to any Engineered modification that they choose would, in my opinion, make it rather worse than it is now. New players start with a small ship and no access to Engineered modifications, after all.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom