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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Thread Closed: Not open for further replies.
I voted other. Some of the lower ranked ships seem no different then before. I can still take on 3 eagles at lower ranks in my FAS and come out with just some hull/module damage.

However, I agree with those who think the NPC's (especially the lower ranked) shouldn't have Engineer mods. I don't think the new AI is necessarily to hard, but that the jump in ability is to drastic. If we all started with combat at it's lowest rank, then worked up with the new system, it wouldn't be a big deal. But going from "hey, dangerous Python, nice challenge ", to "Oh, S...., dangerous Python, Hello rebuy screen", is to big a change.
 
There is no counter to that!!!

Well, standing still with 1-2 pips in shields is not the counter, that is quite clear. :D

Does look pretty OP, though - like nonstop pew pew pew, where it should work like the imperial hammer? 3 shots with less damage per shot but more overall?
 
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That was insane. Like I've said before, they need to remove all enhancements from NPC's whilst they look into this. There is no counter to that!!! I like the new AI, but I want a hard fair fight!! It's a shame they dropped this patch with things like this happening, it's really hurting the game and community.


It is a bug is not the general trend.

[video=youtube_share;fe91PkyFlkU]https://youtu.be/fe91PkyFlkU[/video]
 
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I think the AI routine has gone a bit askew, right up front I'll admit this purely anecdotal on my part, I'm guessing the same routing to fly NPC ships in the same one used for autodock, since the 2.1 upgrade my autodocks have been coming in oddly skewed, it's most notable on those platform stations, the ship still comes in nose to platform, but now it's rolled to about 45 degrees basically the wing tips are corner to opposite corner of the platform, I know I never saw this approach before the update, always took note because always though it funny ship coming in nose to platform, now you might ask what does prove, nothing, it's anecdotal as I said, but it did get me thinking about some of the odd movements by ships in combat situations, like seemingly sliding into position at odd angles, you know, sliding like a ship that's forced into position when landing on a pad slightly out of position.
i saw this too on autodock but so long as it works...
 
Well my first visit to a high intensity conflict zone didn't go that well..selected my faction..came under intense fire immediately (4 pips in shields - I've done this b4 u know!)..two ships! I check which ships - to my horror it's 2 FASs..brilliant, time for my Vulture to run..and just like 2.0 you can escape any NPC even though your ship is much slower on paper, right? WRONG!!

Both have rails & from over 3km they disable my shields just as I'm waiting for the SCB..now it's time for the famous Duke of Dork evasive 'let's get the funk out of here' manoeuvre, while FSD charging..They are gaining pretty quickly with my boost speed of 390km/s so I hit FAOFF and corkscrew while boosting with alternating L/R thrust..the two FASs hit me with pretty much every single rail & my PP shuts down with hull at 55%, they are both less than 1.5km away - I think I know where this is going now..I reboot just in time to go boom with the lights on..my hull is at 45%

..well that was enjoyable..same time 2moro everyone?


 
If that is true then it is an absolute disgrace.

Not really. It could easily happen. I presume they have some kind of config management tool to role out configurations to a load of servers automagically. Could be a bug in the release configurations, could be a configuration client startup failure, could even be a network issue.

I am not saying this HAS happened but I am guessing they had a huge checklist of things to go through when merging this release into the live system and there's plenty that can get missed. It did take hours and hours to achieve.

But I am sure I read somewhere, a while ago, that NPC's with modded weapons was supposed to be a rare event except for the police and as this isn't what many seem to be getting, I am assuming it is not intentional. Of course FD may have just changed their mind about that.
 
then we are back to why bother with modules? why not eliminate them since they are worthless. just give everyone the option for choose what you want to do on the shipyard. then a selection of ships that can do that and are hardoutfitted with the optimum loadout purely for that and do away with all the module and shield class buying a ship one module at a time bull? all we are doing with modules now is wasting time and players credits. im enjoying the discussion by the way its keeping me from starting shadow of mordor lol.

No, they are absolutely not worthless. Now you're ignoring everyone who has a different set of skills than you, including varonica who was the one you were suggesting the fitting to in the first place without consideration of the fact that what works for you will not necessarily work for them. In other words, you took the first step towards insisting that custom fits should be discouraged by not tailoring it to their needs.

If a player wants to go out in a crap-fit multi-role ship set up to do a whole lot of nothing competently, that is their choice. However, by doing so they immediately forfeit the right to complain about not being able to do something well. They chose not to do it well. That's them.

If someone is having problems surviving as a trader you don't recommend a ship that's not good at either trading or fighting. That just makes it a bad recommendation. If you're having problems surviving as a bounty hunter you don't recommend that person a ship fit to do exploration well, that's just stupid. If yet another person says they want to do all three then by all means let them use something similar to what you linked.

However, if that person comes onto the forums afterwards and says "Waaah! My ship doesn't fight well, the game is too hard!" "Waaaah! My ship doesn't trade well, the game is too hard!" etc.... They can expect to receive some well deserved ridicule. You made a choice, deal with it or get a new ship.
 
Lets put it this way The A.I could be turned down from 10 down to 9 and just for the sake of new customer's.
Also what I feel is a big head scratcher is that seamingly every npc I encounter has moded weapons so I have more of a chance to get killed by a npc with engineer weapons than actually getting them my self as it stands with the current rollout of Rng such makes no sense these engineers are supposed to be very picky on who they work with am I right

So to sum up
A. Reduce the difficulty in A.I and let them keep the engineered stuff
Or
B. Remove engineered weapons for npc to less than 15% of what it is now and keep the difficulty the way it is
 
Well my first visit to a high intensity conflict zone didn't go that well..selected my faction..came under intense fire immediately (4 pips in shields - I've done this b4 u know!)..two ships! I check which ships - to my horror it's 2 FASs..brilliant, time for my Vulture to run..and just like 2.0 you can escape any NPC even though your ship is much slower on paper, right? WRONG!!

Both have rails & from over 3km they disable my shields just as I'm waiting for the SCB..now it's time for the famous Duke of Dork evasive 'let's get the funk out of here' manoeuvre, while FSD charging..They are gaining pretty quickly with my boost speed of 390km/s so I hit FAOFF and corkscrew while boosting with alternating L/R thrust..the two FASs hit me with pretty much every single rail & my PP shuts down with hull at 55%, they are both less than 1.5km away - I think I know where this is going now..I reboot just in time to go boom with the lights on..my hull is at 45%

..well that was enjoyable..same time 2moro everyone?



FAS are way overpowered and strangely never miss even from 3km with plasma weapons on a hard manouvering Vulture.
Come to think of it there is something wrong with the AI in general!
 
There is certainly something not perfect with the new AI and the missions.

Just finished a low paying hauling mission:buying 18t of stuff somewhere and deliver it. The moment I bought the stuff I get "critical mission update": I should expect hostile encounters and I would get 90000 cr for killing 2 enemies.

Sure enough the moment I enter the next system I'm interdicted. Not entering the system, then seeing potentially hostile ship, no in the exact moment I entered the system. No chance to do anything.

I submit, deploy hard-points, select enemy ship, my FDS speeds up to combat velocity - sure enough if someone is willing to pay just 90000 cr for the destruction of two enemy ships it can't be dangerous.

The scan data comes in: Deadly Anaconda.

Really? A deadly Anaconda - probably with someone in a wing, as I should kill 2 of them - for a 250000 cr mission where I have to pay 120000 cr for the stuff?

On top of that - while retracting the hard points, chaffing and boosting I get hit by a thermal attack. While I jump I get a nice "heat critical" warning.

Nothing bad happened, but this is simply wrong. Getting attacked by a high-end ship with engineer mods for a low paying mission shouldn't happen.
 
I think harder AI is beneficial to the game - with weak AI it's just a silly farmfest where the only objective is to maximize credits/hr. No wonder people complain about grind. With higher difficulty AI, things get riskier, and you could actually lose, so each battle feels like a special experience. It basically makes Elite into Dangerous, similar to the feel of the original title.
 
No, they are absolutely not worthless. Now you're ignoring everyone who has a different set of skills than you, including varonica who was the one you were suggesting the fitting to in the first place without consideration of the fact that what works for you will not necessarily work for them. In other words, you took the first step towards insisting that custom fits should be discouraged by not tailoring it to their needs.

If a player wants to go out in a crap-fit multi-role ship set up to do a whole lot of nothing competently, that is their choice. However, by doing so they immediately forfeit the right to complain about not being able to do something well. They chose not to do it well. That's them.

If someone is having problems surviving as a trader you don't recommend a ship that's not good at either trading or fighting. That just makes it a bad recommendation. If you're having problems surviving as a bounty hunter you don't recommend that person a ship fit to do exploration well, that's just stupid. If yet another person says they want to do all three then by all means let them use something similar to what you linked.

However, if that person comes onto the forums afterwards and says "Waaah! My ship doesn't fight well, the game is too hard!" "Waaaah! My ship doesn't trade well, the game is too hard!" etc.... They can expect to receive some well deserved ridicule. You made a choice, deal with it or get a new ship.
for the second time i was NOT giving Varonica any build. i posted it here in response to someone else https://forums.frontier.co.uk/showthread.php?t=254585&p=3982689&viewfull=1#post3982689
because respondin to requests for more proof of increased interdictions for no reason. boomer kay and i discussed the shield when he quoted my post. you also requoted my post. none of it was in response to varonica. i wasnt recommending it to anyone page 275 if you want to go back and read. and then we got into the really good discussion about ship configs and roles you are trying to play. well actually i was discussing that already with someone else entirely then got that tip about the shield in your config. i need to go look at that if i decide to play again.
 
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I can't help but feel this would have been a storm in a teacup with a dev update saying they are on it but the fact that it is a bank holiday here has made it explode.

Zadian's experience surely can't be working as intended given we were promised the npcs won't cheat and also the mission difficulty
 
They are becoming better but even a dangerous Anaconda these days is nothing more than a floating bunch of credits. So is an elite one. The real dangerous ships are the smaller ones, especially the wings as they do the chicken game all the time (run away when you face them and the wingmate attacks you) which is utterly annoying. They basically bore me off them and will not score a kill this way against any decent pilot in a medium or large ship.

This is not only the AI's fault, tho but the balancing of the additive HRPs. It takes 5 seconds to drop the shield of a small ship but 50 seconds to grind down their hull (PvE/PvP) and this applies for any ship, even the once so fragile Couriers.
 
Sorry, but it is possible. It's also fun. Plenty of people have already done it, and even went a step further by wiping their save. They enjoyed the experience.


Expecting people to delete their save and start again to counter the problem is not really fair.

Many players have put hundreds of hours into exploration rank, trading rank, faction rankings and built up their bank balance.

Maybe players should be given the option to reset their combat rank and start that element of the game from scratch without wiping their other ranks and bank balance?
 
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