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 .
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Yep. The AI is just way over the top in harassment. The game isn't worth the effort at the moment until they can fix the constant attacks keeping the poor miners/explorers/traders from getting anywhere. Was fun to try it again. It has progressed, but not sure why FD is keeping people from wanting to play it.
 
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.

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.

I agree. If there has to be a nerf (and I don't think there should be one, for future proofing reasons), it should be the engineers, NOT AI.

Yes the NPC mods are actually WEAKER than what we can get. Though I suspect this is primarily because NPCs don't reroll over and over until they get the best mods. Though they may be artificially capped as well.
 
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Yep. The AI is just way over the top in harassment. The game isn't worth the effort at the moment until they can fix the constant attacks keeping the poor miners/explorers/traders from getting anywhere. Was fun to try it again. It has progressed, but not sure why FD is keeping people from wanting to play it.

That most likely won't change. Easy way cruising around galaxy without checking system security level is gone.
 
Yep. The AI is just way over the top in harassment. The game isn't worth the effort at the moment until they can fix the constant attacks keeping the poor miners/explorers/traders from getting anywhere. Was fun to try it again. It has progressed, but not sure why FD is keeping people from wanting to play it.

Speak for yourself there captain. I'm primarily an explorer in the game, but still seem to be handling the NPCs just fine in my Vulture exploration ship.

Dropping off over 10 million credits worth of exploration data to one of the Engineers to get to 85% of the way through tier 4 to tier 5 was pretty sweet too. :D
 
Exellent AI! Intresting!
There is no problem to avoid NPC if it is so necessary. Fast jump to another system, boost and silent running routinelly saves your ship. And about new players... It will be enough to spawn police ships in any case of interdiction or just being in open space - at starting and nearby systems. Police must do their job! [yesnod] They'v got Anaconda's
 
Well I think I have finally nailed 2.1. I am at least happy from my point of view its not a game breaker - have not really done the engieering tweaks, but FD got a fair amount of data from beta. You do have to revisit how you play the game, in starter ship and indeed and Elite Python (my only reference points).

Got myself out of the Sidewinder without dying did a lot of black box missions/trade secret missions, and focussed on threat 1 USS in medium and high security systems as I flew to target USS. Only lost shields once. Threat 1 USS spawns either a large ship mostly harmless, or a competent smaller ship .

My observations from starting are:

1) I had seriously bad habits and expectations from 2.0. Kept thinking threat 2 was OK for stater ship - not always for me YMMV. Perhaps the biggest reason it has taken so long to get comfortable. Even took my "jump" button off joystick, to force me to think about how and where I am escaping to (low or high jump). Many, many other bad habits.
2) The Horizon start position needs some thoughts - its the default start. You sacrifice 4 tons of cargo space for the SRV, but there are very few ground missions given at neutral rep and harnless. Actually I think there are less ground missions overall.
3) Purchased chaff and a point defence laser before FSD update on the sidewinder, first time I think I have actually done this (Aulin is out of range for the Sidewninder without updae, you loose a few missions).
4) Always had a high wake available.
5) Nav zones are very viable for new players. Different PP sides spawning means a fight with support tends to start. Out of area PP ships have a decent bounty on them now. This is quite good mining territory for newer players.

Some comments about "think about the starter" above:

Anyone got any idea what spawns if you have a harmless sidewinder and dangerous FAS? The answer could be interesting for helping people.

New players struggle with every aspect of the game, until they can dock they tend to avoid combat. The new AI is not a big factor in whether people continue playing or not. Out of the 3 people I have convinced to join recently, one got it very easily (he had mates in the game who fed him high value metals), the other 2 gave up and needed help setting up and learning to use their joystics (or indeed go and buy a thrustmaster Hotas as they are cheap).

So edging towards "its about right" from "it needs a dial down on spawning".

I did have to relearn the game, this proved at times a bit frustrating (hey everyone loses their "what could I have done differently?" head occasionally), but fairly solid fun.

Simon
 
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.

Sorry, I wasn't clear. They already did increase the AI already to match the power of the full Engi mods. The current AI is not the nerfed AI of beta 6, but is closer to the more fun and challenging AI of Beta 4. So they buffed it for launch by reverting to the older AI, and adding a few tricks.

Only ~7% of people think this wasn't enough of a buff. Personally, since I know the what the full mods will look like, I think the AI is currently in the sweet spot. Any lower and it will be way too easy in 1-2 months time.
 
NPCs in older Elites seek you out whatever they wanted. FD has never promised combat won't be involved. It will.

Right, but in my opinion players should be given more freedom to choose their (PvE) fights. Not always, of course, but formula "risk vs reward" as well as "crime vs. punishment" in this new Elite does look somewhat broken or simply unfinished.

Stronger emphasize should be put onto locations (system security combined with specific POIs) and dangers attached to them, as well as the player's history, when the game is deciding what sort of NPCs should be spawned on him. And how often.

It's a quite lenghty subject so I won't go into details right now. This thread might not be the best place for that.
 
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Right, but in my opinion players should be given more freedom to choose their (PvE) fights. Not always, of course, but formula "risk vs reward" as well as "crime vs. punishment" in this new Elite do look somewhat broken or simply unfinished.

Stronger emphasize should be put onto locations (system security combined with specific POIs) and dangers attached to them, as well as the player's history, when the game is deciding what sort of NPCs should be spawned on him. And how often.

It's a quite lenghty subject so I won't go into details right now. This thread might not be the best place for that.

It seems majority of players complaining about AI have done two things. Have pledged and have been doing combat missions for their power (thus drawing huge red target on their backs) and have ignored system security while doing long distance missions, etc. There's already emphasis on location. In safe system you won't get attacked so frequently, and if you don't pledge to power or don't do combat missions, or don't visit hostile territories to your power - you are all fine.

That's whole issue - there's already way to CHOOSE. Problem is it will force lot of players change way they play, because so far they had easy way out - to IGNORE it.
 
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.
I hope too, probably in the 2.3 version.
But, you can fly alone IF you are careful, and as you avoid dangerous places for a single pilot: HREZ, High CZ, USS 3+, etc. These areas have become "arenas" for multiplayers, I think.
Much like in Tom Clancy the division: a PvE zone and a PvP zone for multiplayers (the dark zone). That's how I understand it, and it does't displease me
 
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Easy way cruising around galaxy without checking system security level is gone.

One little thing they might do in this sense is to make more obvious to players what kind of system is the one they are about to enter (spoiler below). Colours are representing high, med, low and 'none' security, and perhaps might be replaced with simple letters HI-ME-LO-NO for the colour blind people.

However, my impression is that the actual differences between these security levels have not been worked out well enough yet. High sec systems are too dangerous, and low and anarchy ones are not dangerous enough, so to speak.

BiqDpjO.gif
 
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.


of course the answer is for the noobs to git gud , or to stop playing the game
 
Yeah, them winged up open play softies, ehh ? :p

I'm sorry, but I just could not just resist. :p

Back on topic a BIG THANK YOU to Frontier for the AI update. The games has just got more challenging now. The days of flying around with your brain on autopilot I hope have long gone, now you have to think before picking and engaging your target. I think Vindicator Jones great video sums what I trying to say here.

[video=youtube;M0JnMF5hDfQ]https://www.youtube.com/watch?v=M0JnMF5hDfQ[/video]
 
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.
didnt someone say earlier in thread that commander braben didnt want npc wingmates? or did i get the wrong idea? i cant find the quote now so...
 
didnt someone say earlier in thread that commander braben didnt want npc wingmates? or did i get the wrong idea? i cant find the quote now so...


He never have said that. Sandro said NPC wingmen are on the list.

Have to point out that we will get fighter pilots already in 2.2 - when your big ship will launch fighters, AI will pilot them.
 
One little thing they might do in this sense is to make more obvious to players what kind of system is the one they are about to enter (spoiler below). Colours are representing high, med, low and 'none' security, and perhaps might be replaced with simple letters HI-ME-LO-NO for the colour blind people.

However, my impression is that the actual differences between these security levels have not been worked out well enough yet. High sec systems are too dangerous, and low and anarchy ones are not dangerous enough, so to speak.

this is a good idea.
 
i see the mods question thread is very short but the poll is slowly getting votes.


  • Too overpowered

    11 64.71%
  • Just right

    1 5.88%
  • Too weak

    0 0%
  • Other (give reason)

    5 29.41%
 
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