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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Okay. This is weird. IT geek hat on.

We seem to have two very clearly defined groups.

1/ "no issues"

2/ "it's broken to the point where I can't play!"

So. What's different between them?

Hm.. there's no "no issues" group.
1) "No issues that cannot be dealt with" (and be it the rebuy screen :p )
2) "I DON'T PLAY THE GAME TO DEAL WITH THINGS"
 
I wanted a harder AI but is also needs to feel that ships perform to their spec particularly in agility. The AI ships are all uber pilots even at mid rank and are able to throw their ships around in ways that no one but the top players can come close too.

One example I've seen on this thread is it takes 15 minutes to take out an Eagle in an Anaconda to which the response is often "that's how it should be!"

Whilst I partly agree with that, I love the smaller ships and anything that gives them an edge gets a thumbs up from me. I can also see how frustrating that would be as well as unbalanced, the agility of that Eagle has been "Turned up to 11" and then some.

However if you turn that encounter around and fly an Eagle against an NPC Anaconda it will be flipping and turning like a Viper making a mockery of your supposed agility advantage.

It's that agility unbalancing that I think needs addressing with the new NPC AI. I want a more challenging AI but it seems to be breaking the existing Ship Design and Balancing and that's before factoring in Engineering Mods.
 
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Okay. This is weird. IT geek hat on.

We seem to have two very clearly defined groups.

1/ "no issues"

2/ "it's broken to the point where I can't play!"

So. What's different between them?

A trader with no power play affiliation will more than likely not notice any change....
or space trolls.
Crafting weapons was a bad call for this game, they should have just tweeked, balanced what we already had.
Dont bring in such massive game changes when the original game requires much work.
Ship reworks yes, and listen to the community, FD fail at this no end !!!!
Listen to us......
FD can't be so hazardous with so many new games about to release.
Balance issues will now always remain as power creep begins.
Poorly executed update bad mechanics. FD struggled and failed to deliver.
Parked up until the fun factor returns.
2.1 The Kill Joy
 
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Okay. This is weird. IT geek hat on.

We seem to have two very clearly defined groups.

1/ "no issues"

2/ "it's broken to the point where I can't play!"

So. What's different between them?

The No Issue team are generally going to be established fighters that enjoy the challenge of an intense fight and often wing up.

The "It's too hard" team are generally going to be less experienced, don't wing up all the time, or generally don't live and breathe combat - i.e. actually enjoy trading and the like, don't have much FA off experience or haven't modded their ships to madness already.
 
Or are just too old.

You know...like most (?) of the Kickstarter contributors.

Well I suppose that leans towards "doesn't live and breathe combat" ;)

Honestly if you're taking on Elite NPCs, this is all good stuff. I love the challenge personally, and my concerns are for the newer players or those who don't play the game for combat.

You're right that a lot of the player base is going to be older than most modern games. But they have a right to play too, and last I checked this was pitched as a sandbox game where you make your own way how you want to - even traders, who can be peaceful provided they know how to deal with the odd interdiction etc.

Right now it's an out and out combat game.
 
I wanted a harder AI but is also needs to feel that ships perform to their spec particularly in agility. The AI ships are all uber pilots even at mid rank and are able to throw their ships around in ways that no one but the top players can come close too.

One example I've seen on this thread is it takes 15 minutes to take out an Eagle in an Anaconda to which the response is often "that's how it should be!"

Whilst I partly agree with that, I love the smaller ships and anything that gives them an edge gets a thumbs up from me. I can also see how frustrating that would be as well as unbalanced, the agility of that Eagle has been "Turned up to 11" and then some.

However if you turn that encounter around and fly an Eagle against an NPC Anaconda it will be flipping and turning like a Viper making a mockery of your supposed agility advantage.

It's that agility unbalancing that I think needs addressing with the new NPC AI. I want a more challenging AI but it seems to be breaking the existing Ship Design and Balancing and that's before factoring in Engineering Mods.

I think its a similar thing, but I have no issue with the small ships being nippy, but if you do draw a bead on them then they should just go "pop". Harder/bigger/ ships should just then be gradients of that. At the other end of the spectrum expect a fight between two elite anacondas to be like greco oil wrestling.
 
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I'm a trader (mainly. I dabble)

No issues.

So. Why not? What's different between the people who have no issues, and the people who do?
 
For me it sounds like the storm in the teacup we had after interdiction changes. You know, the "eagles melt my shields in 2 seconds" thing, that went away and never surfaced again? That thing.

As for the AI difficulty, I read a lot of "5 sec kills" complaints, I would love to see some actually evidence of that. Because if there is such, I'm sure FD will take action. But just word of mouth doesn't help much.

How have you NOT seen any of the videos yet.
 

verminstar

Banned
You should be ashamed of yourself for talking that way.

Not in the slightest but its a question of perspective...you have experience with them, I do not. Trust is earned and so far, it hasn't been with me because I don't know them and all they have done so far is make this game less fun that it was when I bought it...that's something I find extreme difficulty in thanking them for. If ye want me to trust them, then they have to do something to earn that faith and trust, but if they do, I shall apologize unreservedly...in the meantime, I don't trust them ^^
 
The No Issue team are generally going to be established fighters that enjoy the challenge of an intense fight and often wing up.

The "It's too hard" team are generally going to be less experienced, don't wing up all the time, or generally don't live and breathe combat - i.e. actually enjoy trading and the like, don't have much FA off experience or haven't modded their ships to madness already.
I have no issue - I'm not an established fighter (novice) and I rarely wing up for fights as I rarely have them and mostly avoid combat. I've only got a few weeks in the game, actually enjoy trading and the like - I don't have much FA off experience and like everyone else I haven't had access to the modifications yet in live as they've not been there. So far I've only fractionally upgraded by shields and don't something equivalent to a buff+shine on my FSD.

Or are just too old.

You know...like most (?) of the Kickstarter contributors.
I'm also pretty old and have a condition where I have to keep my pulse down.

I'm *loving* the new fighting. It used to be virtually the same dumb tactics from every level of ship, now it varies LOADS - if you're going to be taking on the top ranked pilots sheer FA-off turning is not enough and that's kinda how it should be - I've still been able to run from everything I didn't want to fight. Sure sometimes that's meant some low-wake run+hide, sometimes full on high-wake retreats but it feels much more like proper fights than "hey here's something to kill"

Argue the interdiction rate is too high (is probably is) argue there are bugs (there unarguably are) but don't argue the game's going to be ruined by either PvP established fighters or old slow folk because it's just not true - beware your prejudices and jumping to conclusions and deal with the causes not the symptoms.
 
I have no issue - I'm not an established fighter (novice) and I rarely wing up for fights as I rarely have them and mostly avoid combat. I've only got a few weeks in the game, actually enjoy trading and the like - I don't have much FA off experience and like everyone else I haven't had access to the modifications yet in live as they've not been there. So far I've only fractionally upgraded by shields and don't something equivalent to a buff+shine on my FSD.


I'm also pretty old and have a condition where I have to keep my pulse down.

I'm *loving* the new fighting. It used to be virtually the same dumb tactics from every level of ship, now it varies LOADS - if you're going to be taking on the top ranked pilots sheer FA-off turning is not enough and that's kinda how it should be - I've still been able to run from everything I didn't want to fight. Sure sometimes that's meant some low-wake run+hide, sometimes full on high-wake retreats but it feels much more like proper fights than "hey here's something to kill"

Argue the interdiction rate is too high (is probably is) argue there are bugs (there unarguably are) but don't argue the game's going to be ruined by either PvP established fighters or old slow folk because it's just not true - beware your prejudices and jumping to conclusions and deal with the causes not the symptoms.

You know what, that's cool. I love that you love the challenge, and this post isn't (or shouldn't be) "AI is so tough that everyone hates the game".

But looking at the poll, the majority of players do have some kinda issue, and I am in touch with a couple of decent sized groups that are finding a lot of issues with newer players now. We were nicely integrating them into the game, and suddenly they're asking us how to deal with interdictions that completely fry them.

If there's an issue, it's scaling, as I've mentioned. Elite/Deadly etc. ranked enemies are in a good place, and they were certainly underpowered before...tendency to hi-wake out constantly i find a bore, but adore the challenge aside. But low-mid ranked enemies just have too much sting to call this a sandbox game for most players.
 
I'm a trader (mainly. I dabble)

No issues.

So. Why not? What's different between the people who have no issues, and the people who do?

People who plan trade routes and are smart enough to check out security levels while trading do not get interdicted much so have no problems.

People that find a trade route from the internet and run it blindly in anarchy systems do get interdicted then complain about it here.
 
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It's entirely on topic. Age is a factor.

If your argument is that its the older people are the ones complaining about the AI difficulty, i'd like to see your source of data for that.

As an older player, i'm absolutely fine with the new AI.

You're on very tenuous grounds making such an assertion. Not to mention, us older players were playing computer games before the younger players were even born. We haz skillz and are ub3r and will pwn u!.... dear gods... that takes me back. I do hope the younger generation have at least dropped l337 speak from online gaming... it was sooo lame.
 
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