The "average players" piloting skills = ROTFL!

So this is just to laugh at people who aren't as good at a sodding video game as you are?
 
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Jex =TE=

Banned
Unfortunately OP, you're making some assumptions that people are not trying to improve or adapt. I really held off passing judgement on the new AI, and for a while, i thought I was getting the hang of it. Yeah, died a few times, but i think those were due to the OP weapons some of the NPCs got.

I can fly FA Off, i do pip management, but i'm afraid, i'm at my max skill level after playing since launch. There is no further git gud available to me. I'm as git gid as i'm going to get. We all have our skill limits, and the AI has surpassed mine.

Will be giving the NPCs a try out tonight after the patch. Hopefully its now on average at a level where I can go 10 minutes without dying.

You just need to watch some Red Dwarf - the Legion episode...

"This stardrive is going to work: do we believe?"

:D
 
"The "average players" piloting skills = ROTFL!"


Now, do I want to read further, nah, please excuse me while I return to my average game play.
 
It's pretty clear some people want the ED space sim to play like an advanced fighter pilot simulator and that they feel everyone should want that.
 
One thing is quite sure - I need a new flightstick. I spilled some soda over it yesterday and had to land FAoff at an outpost, because the button for toggling it fizzled.

Now, I know that a new (and maybe better stick) won't make me Master Race instantly - still, the utility of a good stick can take away a lot of workload. I don't know what the "average" people use, but I bet the average hardware is in general not a HOTAS setup.
You can use an Arduino board to bodge all kinds of stuff on to a stick. Like this. It should cost less too.
 
"You are very right. I'm sorry for the tone of my post. Will tone it down now."



Rep Given.

Really? rep given for being obnoxious..then saying sorry like a schizo patient! Hmmm..'takes all sorts I suppose!

OP here's an idea for you...tell us your home system & I'm sure many cmdrs will be pleased to post the subsequent vids on your behalf! hehehe
 
It's pretty clear some people want the ED space sim to play like an advanced fighter pilot simulator and that they feel everyone should want that.

Well, why shouldn't everyone want that? As long as there are certain assists and automations in place (FA, docking comp etc.) I don't see why we shouldn't have an advanced flight simulation.

Also, Elite is infinitely simpler in terms of flight controls and the actual fighting routines compared to actual advanced flight sim games. Have you played DCS for example? It took me two hours to learn how to take off in the realistic settings.
 
Really? rep given for being obnoxious..then saying sorry like a schizo patient! Hmmm..'takes all sorts I suppose!
FNn87RO.jpg
 
In fairness to the OP (who may have come across a little "direct") unlike most Sim's I've played (and believe me I've played them all from Janes Longbow up to the new Mirage 2000 for DCS with a scary amount of IL2 thrown in!)
Elite Dangerous doesn't seem to have much of a culture of "self-improvement"
The game set-up itself doesn't seem to encourage it with limited Training Missions...CQC having obstacle maps and ship choices that don't reflect real world tactical choices, no quick mission generator to practice flight/fight scenarios and no in game track recording...so no means of analysing your fights to ID your mistakes and weaknesses...
Then looking at home the game is supported there is very little tactical talk and discussion little online help available and few true training videos" (people like VJ etc being honourable exceptions) coming new into the game you'd struggle to find information about basic FAOF manoeuvres...dogfighting techniques...how to improve shooting accuracy etc etc...
When you look at discussion around being more competitive in PVP or more confident engaging the original 2.1 AI it frequently centred around getting a better build, choosing the right ship or getting engineer upgrades - rather than pilot skill...
Maybe it's because a lot of people have come into Elite from a levelling/ MMO style of gameplay rather than flight sim I don't know...but it would be nice if ED could encourage more focus on skills not kit by throwing in a quick mission generator and some kind of track recorder...and if people want kudo - perhaps look at sharing knowledge with the community - just like the OP is discussing!

It's a different mindset. 'They' seek self improvement through the equipment they use, whereas 'we', coming from the combat flight sim community, tend to look at how best to utilise the equipment we already have.

Elite isn't a flight sim, but it's been designed to fly like one. With an insane number of hours in far more difficult to fly warbirds it's only natural that you find combat in this game very familiar. Your prior experience in games where survival depends on improving your situational awareness and flying skill makes this experience familiar enough that you can see a path to survival that involves better flying.

There's absolutely nothing wrong with that. I'm coming from the same place and treading the same route. ;)

Many or most of our fellow players aren't, though. A significant number of posters allude to previous incarnations of Elite, with very different flight models, or Eve Online, with no flight model at all. Many, as you say, have played MMOs and a few tend to play RTSs. In all of those the best way to improve your performance is to improve your equipment.

In Elite Dangerous improved equipment often comes from non combat activities, such as trading, smuggling, mining, piracy or exploration. This patch adds engineers who require specific items brought to improve your equipment.

Combat isn't the focus of the game, it's there to increase the sense of risk and excitement. What you're suggesting is much like martial arts training- intense preparation for a vicious encounter. It's unlikely to appeal to a player who prefers trading, mining, exploration or smuggling. Combat is a turn off for them, they're enjoying other aspects of the game.
Likewise it probably won't appeal to the chest beating pew pew crowd either. They already know they're the best- just look at how many players they've killed! Ok, admittedly they ganked most of their kills and almost always had a better ship, but that's not their fault- the victim should have done something differently, hotdamnit! The Eve mentality, rush to an end game ship and then bully the Hell out of anything smaller, is strong in some of our fellows...

The game does need much more tutorial content, or at the very least some kind of operations manual explaining what the multitude of systems we have actually do. It's insane that we have to trawl through forum flame wars to discover the most rudimentary, basic information about game mechanics. Much of it isn't even on this board- reddit is a much better source, most of the time. That tells us a lot about FDs sense of priorities...
 
That tells us a lot about FDs sense of priorities...

Well, they also call "open" 'the most social' mode with the highest possibility to find 'like minded people'. :D

There's however a decent amount of youtube videos from fellow community members that fill just that gap.

If they don't want or can't devot ressources to keep their own tutorials up to date, they might want to consider a "partner program" with sponsored, supported and visible links to those 3rd party tutorial providers.
 
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Well, why shouldn't everyone want that? As long as there are certain assists and automations in place (FA, docking comp etc.) I don't see why we shouldn't have an advanced flight simulation.

Also, Elite is infinitely simpler in terms of flight controls and the actual fighting routines compared to actual advanced flight sim games. Have you played DCS for example? It took me two hours to learn how to take off in the realistic settings.

I expect most people want an advanced flight simulation, but it is pretty clear from the feedback that not all of us want and advanced fighter simulation.
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Hard as it is for many to believe, some of us do not play Elite as an all-out combat jock who wants to spend their entire game fighting off formidable pirates. We actually like to have periods of no hassle to go mining, trading, or exploring and we don't run trips thinking "God, I'm bored, I wish I'd get jumped by a bunch of heavily armed ships while I'm in my ultra-light Asp explorer build".
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I agree that Haz-Res etc most definitely should be hard as it is our choice to go there or not. If you go there under equipped, or under-skilled then you have no one to blame but yourself as you could always go to a lo-res instead. Its the over powered, and un-asked for attacks that I think many non-fighter pilots are not happy with.
 
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Really? rep given for being obnoxious..then saying sorry like a schizo patient! Hmmm..'takes all sorts I suppose!

OP here's an idea for you...tell us your home system & I'm sure many cmdrs will be pleased to post the subsequent vids on your behalf! hehehe
Dude, please. As you surely noticed english isnt my native language and sometimes it might be that my words are way less subtle than I'd wish for. Maybe that's not an excuse at all, but for the sake of this (hopefully interesting) thread consider my appologies honest... Thank you.

It's just I find a huge portion of our piloting skills to be located in our maneuvering abilities. I find this almost totally not taken into considiration by the majority of the players that share their opinion here about the game design decissions which are making their lives A.D. 3202 to hard for them. If it wasnt for the laud voices around saying so and demanding the developers to change this into their liking, I wouldnt start this thread.

I think there is alot of hidden beauty the flight physics in Elite Dangerous has to offer if mastered right. The beauty I'd like to underline!

And I'm always flying Open, coz I love the sudden PvP if it pops up on my adventures in the void (even I have lost many of them myself!). If you're willing to have a little sparing with me, I'll be more than happy to do so:) Though please keep in mind I'm not talking our potential outfit advantages, but our pure dogfighting skills. Send me a PM if you wish some constructive (for both sides I presume) sparing out there:)
 
In fairness to the OP (who may have come across a little "direct") unlike most Sim's I've played (and believe me I've played them all from Janes Longbow up to the new Mirage 2000 for DCS with a scary amount of IL2 thrown in!)
Elite Dangerous doesn't seem to have much of a culture of "self-improvement"
The game set-up itself doesn't seem to encourage it with limited Training Missions...CQC having obstacle maps and ship choices that don't reflect real world tactical choices, no quick mission generator to practice flight/fight scenarios and no in game track recording...so no means of analysing your fights to ID your mistakes and weaknesses...
Then looking at home the game is supported there is very little tactical talk and discussion little online help available and few true training videos" (people like VJ etc being honourable exceptions) coming new into the game you'd struggle to find information about basic FAOF manoeuvres...dogfighting techniques...how to improve shooting accuracy etc etc...
When you look at discussion around being more competitive in PVP or more confident engaging the original 2.1 AI it frequently centred around getting a better build, choosing the right ship or getting engineer upgrades - rather than pilot skill...
Maybe it's because a lot of people have come into Elite from a levelling/ MMO style of gameplay rather than flight sim I don't know...but it would be nice if ED could encourage more focus on skills not kit by throwing in a quick mission generator and some kind of track recorder...and if people want kudo - perhaps look at sharing knowledge with the community - just like the OP is discussing!

Very much agree with this. I am immediately skeptical whenever I see someone claim that they are already at their skill limit. No offense to those people, I am sure they are doing the best they currently can, but that's just nonsense. A human can practice an activity daily for multiple decades and still improve, no one is at their skill limit right now. I think you could argue that the entire concept of a "skill limit" is flawed thinking. People can always improve in their skills.

So much of the thinking around combat maneuvering is entirely self-defeating like this. We can all improve our flying, and if we're unhappy with our current abilities in-game, we should all be willing to learn. Claiming you're at a "skill limit" just pre-emptively rejects all possibility at improve
 
The AI is still too easy.
SJA did wonderfull work and its one of the best AIs out there , but it needs to be harder to kill

I agree, and am going to add on to this, in anticipation of the backlash I expect you'll get:

Harder to kill doesn't mean kills you easier. Those are two different things. The AI needs some self-preservation skills.

(Apologies if that wasn't your intent, but I still think it's true. :))
 
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