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.
Everything else about the Engineers is Awesome. Though the complete slowdown of bounty hunting credits is too drastic. I'm missing the HazRES - I dare not go in there after losing tens of millions in insurance
 
someone from qa has been asking about in some threads in bugs including a thread entitled shields are made of wood but not yet in the npcs ignore weapon fire rate thread. i think we should give them time today and tomorrow at least to get caught up and then wait for an initial response.
 
Seems like Moderator did not like my post (Message #4138 Removed without any notification) There was full amount of sarcasm included too :)

Oh well. That was my frustration with 3 times/row rebuy screen in 10 seconds Elite FAS with Plasma Accelerator set to autofire. Note to-self. Do not carry any cargo and forget modifications that needs some mined materials.

This is now Elite Dangerous with big D
 
I hear ya... Adaptive logic could dynamically downgrade AI performance to give players a chance. E.g. player is fleeing... Pirate AI could downgrade its weapon accuracy and boosting ability, giving the player a good chance to escape.

This was one of the things that turned me off to trading in 2.0 and before - it was too easy. I'd like handing over cargo to be more necessary than it is - if the pirates are difficult, I think they should be in a system where that would be expected (anarchy, feudal, etc), and they should accept a good amount of cargo (maybe, roughly 75% of their cargo hold's maximum? I dunno :p), but they should be just as deadly as any other archetype.

If you're talking about systems like Eravate, large and secure, I agree.
 
Wow... what a lot to read!
The answer to the poll (in my eyes) is yes to all. Can it be changed to please everyone? Perhaps...

"It's too easy!"

Moving forward, it won't be. High ranks will use adaptive logic. Means the harder you fight, the harder the AI fights. Should hopefully mean a good challenge for skilled players.

"It's just right."

Perhaps, but I want to take it down a notch and throw in more tactics to create a more enjoyable and less predictable experience.

"It's too hard!"

I hear ya... Adaptive logic could dynamically downgrade AI performance to give players a chance. E.g. player is fleeing... Pirate AI could downgrade its weapon accuracy and boosting ability, giving the player a good chance to escape.

Well, just some of my thoughts. :)

Personally I think the AI currently feels good. These changes will probably make it even better. However I think there are some other things that could be done to improve things:


  • System Security Level matters now, players should be made aware when they are in dangerous systems. Dont get me wrong: Low Security / Anarchy systems should be dangerous. It seems they are now. But I suspect many players just continued to grind the same trade route they were using in 2.0 without being aware of that. IMHO thats an easy fix: Just a simple UI indicator or a ship warning message would be enough to make people aware that they are in a dangerous place.
  • Make pirates behave more like pirates. Dont just make them mindlessly kill players. Make them shoot my ship down to 15% hull, then demand cargo again (add behaviour for situations where players dont have cargo, or dont drop enough). Add a chance that pirates just taunt fleeing players instead of chasing and killing them.
  • Make High Security Systems even more safe. For example by making pirates more easily distracted by police forces. Make inexperienced pirates switch their focus from the player to the police ships more easily, so the player has a better chance to be saved by the police.

Just a few thoughts..
 
That most likely won't change. Easy way cruising around galaxy without checking system security level is gone.

I have no idea why you have been insisting on making the game unenjoyable in a gazillion posts over the last 270 pages of this thread. I will again make the point that a game that does not offer fun to the vast majority of its players will not survive in the long run. 45% of the voters on this poll have a problem with the current state of the game. That is not the usual tempest in a teapot that we see after every major change.

I for one want Elite to survive and thrive. So I am all for a reasonable re-balance of the AI, even adjustable NPC difficulty (less threat, less reward - more threat, more reward), after the glaring bugs are removed (insta-kill railguns with 10 shots per second and such). Super tough Pecisk have fun playing the game, but so should Gramps Johnes, who does nothing more but a bit of space-trucking in his T-7 three hours a week!
 
I thought it would be interesting to think about why FDev made these changes. I think they are trying to solve several issues in the game.



So here is my wild speculation:




Complaint 1: One reason to play in solo / group is fear of superior combat Cmdrs PKing them


FDev Solution: Make NPCs much more dangerous so Cmdrs get better at fighting or running.

Notes: If the NPCs are more dangerous people will learn how to fight or escape better in solo and are less likely to be worried about playing in open.
Just to be clear, I don’t care what mode people play in. I chose the words carefully because I know it makes some people really upset (on both sides to this argument).



Complaint 2: Powerplay should be open only because of the increased risk in open.


FDev solution: Increase the risk in Powerplay everywhere by making the NPCs much more dangerous.

Notes: By making Powerplay dangerous in all modes, in theory, it reduces the disparity between the modes making it fairer.



Complaint 3: People combat log when about to lose a fight


FDev Solution: Get players more used to losing their ships by making the NPCs more dangerous.

Notes: Braben has stated that he was surprised that players were so attached to their ships that they would log to prevent its destruction. If paying the insurance (Rebuy be upon you) more often becomes a bigger part of the game maybe people will cheat a little less.


I am a big fan of the NPC changes; I know there are a lot that aren’t. I have seen the insurance screen on day 1 of 2.1 because I didn’t take the changes in to account but I don’t mind.
I have spent 146 million credits in 55 insurance claims so far (Rebuy be upon you), it is just a part of the game to me.
 
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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

He speaks for 45% of the voters on this poll. I would argue that he would speak for at least 45% of players.
 
Its all well and good for people who have been playing for long enough to become bored advocating harder AI, but remember this will make the game extremely unrewarding and frustrating for new players who may have otherwise become part of the community and bought their pals along with them. Without new players, a game eventually dies. I'd also like to point out that all the guys with their A-rated skills and A-rated ships honed those skills and paid for those ships by fighting in a much easier and financially rewarding environment than new players are now forced to. When you buy a new game (one that is a totally new genre to you) do you go straight onto legendary/insane/ultra hard difficulty setting? I don't think so.

Also I don't think the new AI classes as smart, so much as stupidly fast and omnipotent. Caught out by my python by a viper I knew that I was not going to out-turn it and that it was going to be behind me no matter what. I slam on the brakes. It reacts and stays right up my rear end. I drop vertically and pitch to get my top turret to bear on him. He reacts and stays right up my rear end. I put everything into engines and start boosting, gain some ground and turn to face him. He shoots right past me and get right back up my rear end. Even smart people make mistakes and have reaction times. This AI reacts as soon as you do and that just isn't fun. It does not feel like fightng a person so much as fighting a chess computer.

So it seems I am left with three choices: Quit the game, run away from every single combat in my ARMED trade ship and hope that I actaully get away (3 out of 4 times since the update I haven't) or sell up A-rate a cheap fighter and spend my entire elite gaming time 'getting gud' rather than what I would like to do (trade/mine/explore). What would you do?

This is the message that I have been trying to send in this thread the whole time. The "Git Gud" crowd will never understand that. Egocentrism, lack of empathy or lack of mental capacity, I have no idea. What I do know is that the same crowd will fail to understand why the game failed, if it should fail. Oh yes, if you make these points you get some stellar responses. More "git gud", "it is called Elite: Dangerous" or best of all "No" without any intelligible points.

Now lets wait for those drones valued forum members to hit the thread again. :rolleyes:
 
I thought it would be interesting to think about why FDev made these changes. I think they are trying to solve several issues in the game.



So here is my wild speculation:




Complaint 1: One reason to play in solo / group is fear of superior combat Cmdrs PKing them


FDev Solution: Make NPCs much more dangerous so Cmdrs get better at fighting or running.

Notes: If the NPCs are more dangerous people will learn how to fight or escape better in solo and are less likely to be worried about playing in open.
Just to be clear, I don’t care what mode people play in. I chose the words carefully because I know it makes some people really upset (on both sides to this argument).



Complaint 2: Powerplay should be open only because of the increased risk in open.


FDev solution: Increase the risk in Powerplay everywhere by making the NPCs much more dangerous.

Notes: By making Powerplay dangerous in all modes, in theory, it reduces the disparity between the modes making it fairer.



Complaint 3: People combat log when about to lose a fight


FDev Solution: Get players more used to losing their ships by making the NPCs more dangerous.

Notes: Braben has stated that he was surprised that players were so attached to their ships that they would log to prevent its destruction. If paying the insurance (Rebuy be upon you) more often becomes a bigger part of the game maybe people will cheat a little less.


I am a big fan of the NPC changes; I know there are a lot that aren’t. I have seen the insurance screen on day 1 of 2.1 because I didn’t take the changes in to account but I don’t mind.
I have spent 146 million credits in 55 insurance claims so far (Rebuy be upon you), it is just a part of the game to me.
i have some counters. complaint one: solo players like me are now double deincentivised to try open. its not just the pker ganker commanders in open now its the npcs as well. solo is less fun for some because now we have npc griefers killing the players for no in game reason other than they are players.

cpmplaint 2: i no longer play so will not comment except to say from what i have read they get even more problems with allies standing by while rival factions swarm them for example.

complaint 3: from solo only perspective - i never combat logged to avoid damage. i had some close shaves when i miscalculated when to fight or run - both were anacondas - in 2.0 and one was down to 4% canopy but i killed it and repaired canopy and carried on. so coming from the perspective that while i like the better AI, the repair costs are much more and thus not making money, plus the possibly bugged/possibly intended auroPAC and machinerailguns, the net result of 'get players used to losing their ships' is... players like me dont even run the game any more let alone launch the ship. newbies have left because of constant high level npc interdictions meaning they couldnt earn money to upgrade modules let alone buy other ships. lots of us including me are waiting for more news on the instakill weapons before deciding to either wait for the patch (if bug) and then try the new AI again, or quit playing for good (if intended). and people have joined the forum purely in horror at some of the things which happened to them only to be faced with a suddenly toxic attitude from others... shouted down and insulted. i really hadnt expected that.


you had 146 million rebuys costs. its just a part of the game to you. thanks for being so honest and please dont take this for an insult.

you had more than 146 million to get back your ship multiple times. its a throwaway. i have 6 million and a half built ship i may need to sell for extra money instead of play the combat side and enjoy. my rebuy is 1,5 million. my ship isnt disposable to me. if there is a real solution to get players used to losing their ships to avoid combat logging, its remove any rebuy cost and perhaps also the loss of cargo. then people with 140 million less than you can spend on rebuys and still be happy can afford to leave the station and not worry about the grind from sidewinder happening again.

may your rebuys be rare commander.
 
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Lol I'm actually bemused that the earlier posters that said we git gud guys are the majority so we must be right are all silent now that they are officially the minority. Just an observation :p
 
I don't have a real answer atm.

Higher end AI are harder to fight in the wrong ship but I still wouldn't call them difficult. Granted this is coming from someone's biggest ship is a poorly outfitted Python.

I have gotten my tail kicked in the Python but did just fine in my Cobra. Though that could just be my play style in that ship having the edge. I'm not sure yet.

Atm I say it's fine... ish. I can easily see me saying it's still too easy just based off how I fight but I need to get Python refitted and in a few scrapes to know for sure.

Okay, after a few days and a refit to the Python (and death in the keelback cause keelback :D ) I think the game's AI is okay. There's a few bugs that need addressing and they really need to find a middle ground on AI deciding to run cause they sure as hell don't at moment. But with all that said, I think it's fine, could be harder cause I'm still a higher skill level than most of em but I get where it is now.

I will say this though. FD, the AI with the engineered stuff... Wasn't that supposed to be rare? Not every last one of them? It's basically pushing me to a grind to get the engineered stuff sooner rather than when I want to do it. Doesn't feel like I have a choice but to upgrade my entire fleet today or get ready to high wake from every Sidey, Eagle and Viper that interdicts you if you're not in a ship but for a warzone. (Keelback, old Python build I was running.)

I get what you are going for and to some extent it's fine but do I really need to arm everything to the teeth with upgrades now? I'd like to like, have a ship to just jump around the bubble in without it being A grade everything.

AI, good, could be tougher but whatever. Just dial it back a little with their upgrades. only a little though, Don't nerf it to none existence like you guys tend to do. The dial's on 11. Pull it back to like 8? :p
 
Its all well and good for people who have been playing for long enough to become bored advocating harder AI, but remember this will make the game extremely unrewarding and frustrating for new players who may have otherwise become part of the community and bought their pals along with them. Without new players, a game eventually dies. I'd also like to point out that all the guys with their A-rated skills and A-rated ships honed those skills and paid for those ships by fighting in a much easier and financially rewarding environment than new players are now forced to. When you buy a new game (one that is a totally new genre to you) do you go straight onto legendary/insane/ultra hard difficulty setting? I don't think so.

Also I don't think the new AI classes as smart, so much as stupidly fast and omnipotent. Caught out by my python by a viper I knew that I was not going to out-turn it and that it was going to be behind me no matter what. I slam on the brakes. It reacts and stays right up my rear end. I drop vertically and pitch to get my top turret to bear on him. He reacts and stays right up my rear end. I put everything into engines and start boosting, gain some ground and turn to face him. He shoots right past me and get right back up my rear end. Even smart people make mistakes and have reaction times. This AI reacts as soon as you do and that just isn't fun. It does not feel like fightng a person so much as fighting a chess computer.

So it seems I am left with three choices: Quit the game, run away from every single combat in my ARMED trade ship and hope that I actaully get away (3 out of 4 times since the update I haven't) or sell up A-rate a cheap fighter and spend my entire elite gaming time 'getting gud' rather than what I would like to do (trade/mine/explore). What would you do?

God dang right. An AI that would be satisfactory to fight would have a 'fudge factor' equivalent to the human tendency to make errors and to have an actual reaction time.

Right now? It feels like the AI will switch 4 pips to sys instantaneously as soon as you fire. And as soon as you're reloading it's 4 pips to engines, or 4 to weps. As soon as it wants to boost, an instant of 4-pips eng. This AI is smart, okay - but it gains OP advantages from being a COMPUTER and being able to instantly, perfectly coordinate stuff a human being would have to be a spider to do, in addition to the OP mods they get instant access to.
 

Lestat

Banned
What I think people are upset about was the AI was so easy before the update. Doing Barrel rolls and not attacking you and such. They got cocky with their jack up Large Anacondas Cutters and when the update came out they went ageist ship that acted more like players.
 
They will adapt to reality indeed, by asking steam for a refund. As soon the new player will leave the station and realize he can do nothing at all, that will be quick.

I would class those players as people who wouldn't have bought the game in the first place.

Well, that is just plain wrong, because they did buy the game. It would be interesting to see how the percentage of refunds on Steam changed since the 2.1 release. I am afraid that Mortmal is pretty much bang on.
 
What I think people are upset about was the AI was so easy before the update. Doing Barrel rolls and not attacking you and such. They got cocky with their jack up Large Anacondas Cutters and when the update came out they went ageist ship that acted more like players.
no i think we have established its not the combat AI thats the issue here its to do with the kinds of weapons and mods they can get that kill in seconds and the constant interdiction spam, that some seem to have or that you get in random sessions of play. the normal fights i had were tougher but more fun although i need to run a bit more often and its costing me more in repairs than bounties and trade cover now.
 
Its all well and good for people who have been playing for long enough to become bored advocating harder AI, but remember this will make the game extremely unrewarding and frustrating for new players who may have otherwise become part of the community and bought their pals along with them. Without new players, a game eventually dies. I'd also like to point out that all the guys with their A-rated skills and A-rated ships honed those skills and paid for those ships by fighting in a much easier and financially rewarding environment than new players are now forced to. When you buy a new game (one that is a totally new genre to you) do you go straight onto legendary/insane/ultra hard difficulty setting? I don't think so.

Also I don't think the new AI classes as smart, so much as stupidly fast and omnipotent. Caught out by my python by a viper I knew that I was not going to out-turn it and that it was going to be behind me no matter what. I slam on the brakes. It reacts and stays right up my rear end. I drop vertically and pitch to get my top turret to bear on him. He reacts and stays right up my rear end. I put everything into engines and start boosting, gain some ground and turn to face him. He shoots right past me and get right back up my rear end. Even smart people make mistakes and have reaction times. This AI reacts as soon as you do and that just isn't fun. It does not feel like fightng a person so much as fighting a chess computer.

So it seems I am left with three choices: Quit the game, run away from every single combat in my ARMED trade ship and hope that I actaully get away (3 out of 4 times since the update I haven't) or sell up A-rate a cheap fighter and spend my entire elite gaming time 'getting gud' rather than what I would like to do (trade/mine/explore). What would you do?


Just so. This is what many of us have been saying all along.
 
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