AI Debacle

In my cutter(trade loadout), I run with bi-weaves(c6), and I never had issue losing shields.
Just 3 pips to sys, 3 to engines.... and keep boosting away. Doesn't seem that hard to me.
And people are complaining about the AI still? Man, with the bug fix, they are easy, but a lot more
fun than 2.0.....by far.

- - - - - Additional Content Posted / Auto Merge - - - - -

I think the biggest issue is the new AI is deflating ALOT of egos now.
 
I think the early hype about AI when 2.1 dropped spooked everyone into thinking that it's still overpowered, instead of realizing they may not yet have the skills they need to drive some of the ships they have.

This has been the result of too much too fast.

Many of us who took months to get into an Anaconda had the time in smaller ships to hone the basic skills needed to survive, if not win, when attacked. Newer players can now earn credits much faster and hence, often get into large ships that require good basic skills that really need to be automatic muscle memory responses in a given situation. Yes, the AI is better and getting the kill will take a bit longer, but knowing when to fight and when to run and how to do either successfully now does require a bit more skill. I went up against an FDL last night that gave me a good fight before finally exploding in front of my Python.

I'd suggest thinking about tactics and strategies that minimize losses if you are having problems. I have many ships, at least one of everything available and many duplicates. When 2.1 released, i hopped in a Courier and bought an enhanced drive so that I could get a feel for the changes and be prepared to outrun almost any situation. Why put multi-million insurance re-buys at risk, when you can just build a small racer that will let you get better at understanding what you're up against and improve your survival rate?

If you rage-quit because you haven't made good decisions during release time, you'll be missing out on a game that is really coming along very nicely. Step back and think. iEagle, iCourier, and iClipper are all good runaway ships that can enhance your chances until your skills improve and you get a better feel for the new environment.

I'm using one of my Python's now and for the foreseeable future, as it is the best mission runner and I think it will be the fastest rout to opening access to the highest level mods at the Engineers. I'm in no big hurry - and good thing, because it will take time - but I want to open all the doors and make it easy to then improve other ships as I accumulate materials. Once I have my Python where I want it, I'll start on something else, like an ExploaConda with crazy huge jump range.

For me 2.1 has motivated me to return to a more varied play style, doing missions, mining (which I had never tried before), dropping into USS's and so on. Before 2.1 dropped I had really gotten to a point where I was losing motivation to play and didn't have any game plan looking forward. 2.1 has changed that and added depth and challenge that was very much needed and previously begged for.

If your having trouble, yes new changes may be challenging, but look in the mirror and ask yourself if you're just so stubbornly attached to an old paradigm that your missing the opportunity to break the mold and approach the game from a new angle. I have flown one of my Anaconda's for a bit and have had a Cutter and a Corvette out for a while until I realized that doing missions was now a very integral focal point in 2.1 and then I realized that for me, the Python was my ticket forward.

That said, my Python is A rated, max shielding, with military grade armor. I now have a 25% FSD increase so it has better range than my Anaconda now. I need one more minor component that I will get tonight and then I will do a level 3 Dirty drive mod to give it some decent speed. After that it will be more than ready for any role for advancing with the Engineers.

THINK - develop a strategy.

The AI is better, you are now at more risk than before.

MINIMIZE your risk by getting into the fastest A rated ship you can afford even if it's a Cobra.

Survive and stop looking at re-buy screens and you will eventually move forward.

If a 65 yr old codger like me can do it, why can't you?

Get the mirror out...
 
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I think the early hype about AI when 2.1 dropped spooked everyone into thinking that it's still overpowered, instead of realizing they may not yet have the skills they need to drive some of the ships they have.

This has been the result of too much too fast.

Many of us who took months to get into an Anaconda had the time in smaller ships to hone the basic skills needed to survive, if not win, when attacked. Newer players can now earn credits much faster and hence, often get into large ships that require good basic skills that really need to be automatic muscle memory responses in a given situation. Yes, the AI is better and getting the kill will take a bit longer, but knowing when to fight and when to run and how to do either successfully now does require a bit more skill. I went up against an FDL last night that gave me a good fight before finally exploding in front of my Python.

I'd suggest thinking about tactics and strategies that minimize losses if you are having problems. I have many ships, at least one of everything available and many duplicates. When 2.1 released, i hopped in a Courier and bought an enhanced drive so that I could get a feel for the changes and be prepared to outrun almost any situation. Why put multi-million insurance re-buys at risk, when you can just build a small racer that will let you get better at understanding what you're up against and improve your survival rate?

If you rage-quit because you haven't made good decisions during release time, you'll be missing out on a game that is really coming along very nicely. Step back and think. iEagle, iCourier, and iClipper are all good runaway ships that can enhance your chances until your skills improve and you get a better feel for the new environment.

I'm using one of my Python's now and for the foreseeable future, as it is the best mission runner and I think it will be the fastest rout to opening access to the highest level mods at the Engineers. I'm in no big hurry - and good thing, because it will take time - but I want to open all the doors and make it easy to then improve other ships as I accumulate materials. Once I have my Python where I want it, I'll start on something else, like an ExploaConda with crazy huge jump range.

For me 2.1 has motivated me to return to a more varied play style, doing missions, mining (which I had never tried before), dropping into USS's and so on. Before 2.1 dropped I had really gotten to a point where I was losing motivation to play and didn't have any game plan looking forward. 2.1 has changed that and added depth and challenge that was very much needed and previously begged for.

If your having trouble, yes new changes may be challenging, but look in the mirror and ask yourself if you're just so stubbornly attached to an old paradigm that your missing the opportunity to break the mold and approach the game from a new angle. I have flown one of my Anaconda's for a bit and have had a Cutter and a Corvette out for a while until I realized that doing missions was now avery integral focal point in 2.1 and then I realized that for me, the Python was my ticket forward.

That said, my Python is A rated, max shielding, with military grade armor. I now have a 25% FSD increase so it has better range than my Anaconda now. I need one more minor component that I will get tonight and then I will do a level 3 Dirty drive mod to give it some decent speed. After that it will be more than ready for any role for advancing with the Engineers.

THINK - develop a strategy.

The AI is better, you are now at more risk than before.

MINIMIZE your risk by getting into the fastest A rated ship you can afford even if it's a Cobra.

Survive and stop looking at re-buy screens and you will eventually move forward.

If a 65 yr old codger like me can do it, why can't you?

Get the mirror out...

Huge fan of this post. Polite but direct.

Well said, sir.
 
As almost everybody that has a brain knows, the problem is not the AI, its the OP modules those NPC are using.
Frontier admits that its the problem and state they will fix it removing those modules, unfortunally they are lacking competence to to it since they already tried 2 times and failed on this. ( how come ? )
The only thing you can do is to play with more agile and cheaper ships or dont play it until they fix it.
Now, is the AI good ? I dont know, we will figure out when they remove those OP modules. My guess its very bad.
 
Pretty much sums up the level we are dealing with here.. Don't worry mate, guy's like him don't phase me. He can take the advice or leave it, it's not me staring at the insurance screen or pulling the ethernet cable on NPC's


Hey 777Driver. I remember when I first tried trading, and you walked me through the steps of how to escape a CMDR pirate. That was about 12 months ago! The rules of survival haven't really changed all that much, except now NPCs are about ~40% as dangerous as CMDRs, haha. And thanks to you, I now know I can survive almost any situation.

Just want to say thanks for taking the time to help me when I was new player. I am glad I listened, and I still read your advice posts with interest.
 
It's difficult to play, they stopped only the instant deaths , weird weapons remain, invisible NPCs at 2 km, the drop to close bug in rings way out.

For those who come to kill a ship or two a week must be great challenge, for those who played a few hours every day in the last week, have every right to be angry and frustrated .

2.1 should be the best of Horizons and was ruined by the IA, the game became predictable, put your nose in the street and prepare to fight, fight and then fight and keep fighting





Frontier tested the targoids hahahahahahahah
 
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It's difficult to play, they stopped only the instant deaths , weird weapons remain, invisible NPCs at 2 km, the drop to close bug in rings way out.

For those who come to kill a ship or two a week must be great challenge, for those who played a few hours every day in the last week, have every right to be angry and frustrated .

2.1 should be the best of Horizons and was ruined by the IA, the game became predictable, put your nose in the street and prepare to fight, fight and then fight and keep fighting

Is this a serious post? "invisble NPCS" at 2km? You mean NPCs that are small ships with a low heat signature? That is a game mechanic that has been in place as long as I have been playing the game. What 14 months now?

Sounds like you have no idea what you're talking about which calls into question your other claims. I am sorry you feel frustrated, but you should realize that the current level of NPCs are barely enough to warrant a challenge for many people who have been playing the game for any significant amount of time.
 
Is this a serious post? "invisble NPCS" at 2km? You mean NPCs that are small ships with a low heat signature? That is a game mechanic that has been in place as long as I have been playing the game. What 14 months now?

Sounds like you have no idea what you're talking about which calls into question your other claims. I am sorry you feel frustrated, but you should realize that the current level of NPCs are barely enough to warrant a challenge for many people who have been playing the game for any significant amount of time.

confess you has not played much lately just got loose language

http://imgur.com/a/fMJQP
 
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I think the early hype about AI when 2.1 dropped spooked everyone into thinking that it's still overpowered, instead of realizing they may not yet have the skills they need to drive some of the ships they have.

This has been the result of too much too fast.

Many of us who took months to get into an Anaconda had the time in smaller ships to hone the basic skills needed to survive, if not win, when attacked. Newer players can now earn credits much faster and hence, often get into large ships that require good basic skills that really need to be automatic muscle memory responses in a given situation. Yes, the AI is better and getting the kill will take a bit longer, but knowing when to fight and when to run and how to do either successfully now does require a bit more skill. I went up against an FDL last night that gave me a good fight before finally exploding in front of my Python.

I'd suggest thinking about tactics and strategies that minimize losses if you are having problems. I have many ships, at least one of everything available and many duplicates. When 2.1 released, i hopped in a Courier and bought an enhanced drive so that I could get a feel for the changes and be prepared to outrun almost any situation. Why put multi-million insurance re-buys at risk, when you can just build a small racer that will let you get better at understanding what you're up against and improve your survival rate?

If you rage-quit because you haven't made good decisions during release time, you'll be missing out on a game that is really coming along very nicely. Step back and think. iEagle, iCourier, and iClipper are all good runaway ships that can enhance your chances until your skills improve and you get a better feel for the new environment.

I'm using one of my Python's now and for the foreseeable future, as it is the best mission runner and I think it will be the fastest rout to opening access to the highest level mods at the Engineers. I'm in no big hurry - and good thing, because it will take time - but I want to open all the doors and make it easy to then improve other ships as I accumulate materials. Once I have my Python where I want it, I'll start on something else, like an ExploaConda with crazy huge jump range.

For me 2.1 has motivated me to return to a more varied play style, doing missions, mining (which I had never tried before), dropping into USS's and so on. Before 2.1 dropped I had really gotten to a point where I was losing motivation to play and didn't have any game plan looking forward. 2.1 has changed that and added depth and challenge that was very much needed and previously begged for.

If your having trouble, yes new changes may be challenging, but look in the mirror and ask yourself if you're just so stubbornly attached to an old paradigm that your missing the opportunity to break the mold and approach the game from a new angle. I have flown one of my Anaconda's for a bit and have had a Cutter and a Corvette out for a while until I realized that doing missions was now a very integral focal point in 2.1 and then I realized that for me, the Python was my ticket forward.

That said, my Python is A rated, max shielding, with military grade armor. I now have a 25% FSD increase so it has better range than my Anaconda now. I need one more minor component that I will get tonight and then I will do a level 3 Dirty drive mod to give it some decent speed. After that it will be more than ready for any role for advancing with the Engineers.

THINK - develop a strategy.

The AI is better, you are now at more risk than before.

MINIMIZE your risk by getting into the fastest A rated ship you can afford even if it's a Cobra.

Survive and stop looking at re-buy screens and you will eventually move forward.

If a 65 yr old codger like me can do it, why can't you?

Get the mirror out...


I Partially Disagree.

No Offense Mate.
Its true that Many Pilots got Bigger Ships than they Should have.
Albeit thats not so much thanks to new Updates or Faster ways to Acquire Money.
People back then mostly Traded for their Ships meaning they had little Combat Skills as well *gg*


But the more Importand Problem is that the Skills of the Players is not so much of an Factor for the Problems this AI got.


1.
Your Suggestion there is not very Enjoyable.
Sorry but thats the Truth behind that.
People dont Play a Game to Tiptoe around and "get a Feeling" for things while Flying around in a Nutshell that wont cost them money if Wasted.
This sort of Mindset is an fairly common friction point between Casual Players and Professional Players.
Pro Gamers often come with this Mindset basicly setting Success and well "Professionality" on the Job to this Matters.
But the Casual Players just want to Play :)
They wont go ahead and do some Professional Training Route to Train up and then Fly like a Pro Maximizing Success Rate and Minimizing Losses :)

If a Game Requires Work rather than Playing to Survive. You can assume that at this Point you basicly Lost all Casual Players. ;)



2.
Well. I agree that you should not Ragequit. Its a Beta and things are Changing Constantly.
FD has adjusted NPCs a few times already while testing and listening to Feedback. This is very good and hopefully will bring the Situation under Control.
But Mate. If Running away is the only way to Survive I would not Play this Game.
So dont Advise that. Many Players will rather Quit the Game than work while Running away. Its just not an Fun Game Concept you know.
As I said above. Pls drop the Idea that everyone comes with the Professional Mindset of Minimizing and Maximizing. This Concept is just not going to Roll with Casual Players who want to Enjoy some Fun after coming home from Work.



3.
Well. I like the Python as well.
Albeit I currently wont do so much with Engineers.
I am not yet at a Point where I can Equip my Ships how I want to.
While I do have 2-3 Rebuys in Storage to not take any Chances there. I rarely Start a Ship with enough Money to Equip it like I wanted.
And I think that would be Boring as well.
If that was how its meant to be Played they would not need different Equipment Grades ;)
Also. Once more. Dont forget not everyone thinks of this in Professional Routes. Casual Players want Fun. Not Work! Surefire Way to lose Casual Players is to make a Game where you wont be able to get around unless your doing it like a Pro.



4.
Hmmm.
Thats Good. Well for you at least.
Albeit not too linked to the AI.
2.1 gave alot of additional Options.
Albeit I am missing a bit of Variety in the Options to Acquire the Things.
For example the Funny thing that one of the Materials needed for Exploration Engineer Upgrades is mostly Dropped from Security Vessels.
This stuff needs to be more Matched onto its Routes.
An Explorer should not have to Brawl with System Security to get Materials.
Also Materials should be Craftable from Ressources. Not only be Dropped by Killing Enemies.
An Explorer Generally is not too Eager to go Killing People for Materials.
Just like an Bounty Hunter will be very Advert towards going Mining.
Its Fine that for example Gun Upgrades need you to actually use Guns.
Its also fine that Cargo Rack Upgrades need Mining or Exploring or Hauling etc.
But this needs some Fixing here to actually Match the Jobs.
Its somehow Ridiculous that for Combat Upgrades you need to go Mining.
And for Explorer Upgrades need to go Kill System Security.

Not everyone wants to do more than one Job.
Most People Specialize on one Area. And then maybe go into the Neighboring Areas.

An Explorer will often also be somewhat of a Miner or Rare Goods Smuggler.
An Pirate will often be a Smuggler as well.
An Bounty Hunter will often do Data or High Reward/Risk Hauling.
An Trader will often also do Mining.

etc etc.
But you will usually not see that an Explorer goes Killing System Security. :p
So this sort of stuff needs to be matched up Properly. Currently some of the Cost and Materials are way Silly on this.



5.
And for the Final.
HERE it starts being Trouble.

No. People aint Attached to Old Paradigms
You see Mate.

I can hold my own in Combat. I can do so now as well.
But its not Fun.
No Offense. But the Problem here is. These NPCs dont have any higher Skill. They simply have Higher Stats.
Their Maneuverability is Insane. Even with Flight Assist Off its almost Impossible to Catch an Higher Ranked NPC in Maneuvering unless your Ship is Twice as Maneuverable by Default. Sorry but this is not Right. I dont want the. "NPC gets 50% Bonus on Stats" Difficulty. I want the "NPC is Skilled thanks to Artificial Intelligence" Difficulty.

See Mate. I can kill Enemies that got 500 HP with my 100 HP Character in Games. But thats not Difficulty of Skill. Its simply Increased Stats.
And thats what happens here.

The AI Currently has Insane Maneuverability allowing it to Move in Ways that even highly Skilled Players cannot Copy.
The AI Currently has Insane Accuracy. Far beyond anything even the most Skilled Players can Archieve. (Heck Yesterday I had 2 NPC Sidewinders which kept Shooting me with Fixed Weapons on 2.5km Range and Missing Maybe 1 out of 10 Shots despite me doing Evasive Maneuvers Including Support Thrusters)
And. The AI Currently manages to Drop even high Grade Shields and Modules with Insane Speed. Heck. I had Cobras which Dropped my Pythons Shields and Disable my Power Coupling in a mere 10 Seconds.
Even when I try Aiming for Power Coupling this is just not happening Vice Versa. Their Ability to Score Critical Hits is Inhuman. Even in PvP I never had anything like this. The Current Higher Ranked NPCs (well not Current they added a fix yesterday and I havnt tested it yet) are way Superior to even most PvPers I know. And even the PvPers which are still Superior to the AI. Were not Superior because of Inhuman Accuracy or Maneuverability. But because they made better Decisions.



Maybe you should get the Mirror Out Mate :)
People Play a Game here. They dont think of this as an Profession where they need to Train For and where they constantly have to Minimize Risks.
This is not a Job for them :)
They dont want to Adopt an Professional Attitude they have to take on Work.
They want to Play a Game. :)


So Take out the Mirror and Maybe Realize that your looking into the Face of someone with an Attitude Common among Professional Gamers. But very very Rare among Casual Gamers ;)




The Average NPC you meet needs to Easy enough for the Average Player to Handle without resorting to Running Away or using a Minimized Risk Strategy.
Generally Low Ranked NPCs should be easy to take care off and not pose much of a Risk unless in High Numbers. Even to the Average Casual Player. And they should be NPCs you meet 50% of the Time
Medium Ranked NPCs should be able to Put up a Fight against an Casual Average Player. But should still not pose a Risk or even a Challenge unless they come in Numbers. And they should be NPCs you meet 40% of the Time
Higher Ranked NPCs are where an Casual Average Player should feel Challenged. And should have the Risk of needing to Turn Tail in Emergency. And they should only come up 9% of the Time.
And the Highest Ranked NPCs are the only ones which should be Challenging even for Professional Players and which thus should be Superior to Casual Averagers and Force them Run rather than to Fight. And heck they should be maybe 1% of the NPCs you meet and Generally only come out in Missions or in USS and High Intensity Combat Zones or Hazardous Mining Zones etc.


Currently however.
Low Ranked NPCs are already able to Put up a Fight against Casual Average Players and you meet em maybe 30% of the time.
Medium Ranked NPCs are an real Challenge to Casual Players already and very often Force em to Withdraw. And they make out 40% of the NPCs you meet.
And (Which is the Joke and hopefully fixed (FD said they looked at it) The NPCs which comprise the remaining 30% of Meeting are the Higher Ranked ones. Which for Casual Players are just not Possible to Handle. Heck some of these are able to go 1vs1 Experienced Gamers and still Win Out.
I dont even know how the Highest Ranked NPCs like Mission Targets of Assassination Missions are Handling. I wont try out either.





Games need to be Fun Mate ;)
Not Work.

Small Fist Rules Mate :p
If Games require a Player to develop a Strategy and Minimize Risks just to be able to get around the World.
This Game will Fall under the Category of Pro Gamers Only.
In Short all Casual Players will usually Quit after an Fairly Short Time because they either get Frustrated by Losing or because they Feel its too much Effort to just Survive the Game.



Greetz Sun ;)
 
Change is for the good. After the last update, sold 5 ships and totally overhauled my 2 new main ships. The best shields, def, armor. So you lose some cargo space, beats dieing. Chaff AND PD, I've been told scrap the pd, then tonight again, a horde of dumb fire missiles incoming from an Annie. No guns on my trader, speed and def.
 
I Partially Disagree.

No Offense Mate.
Its true that Many Pilots got Bigger Ships than they Should have.
Albeit thats not so much thanks to new Updates or Faster ways to Acquire Money.
People back then mostly Traded for their Ships meaning they had little Combat Skills as well *gg*


But the more Importand Problem is that the Skills of the Players is not so much of an Factor for the Problems this AI got.


1.
Your Suggestion there is not very Enjoyable.
Sorry but thats the Truth behind that.
People dont Play a Game to Tiptoe around and "get a Feeling" for things while Flying around in a Nutshell that wont cost them money if Wasted.
This sort of Mindset is an fairly common friction point between Casual Players and Professional Players.
Pro Gamers often come with this Mindset basicly setting Success and well "Professionality" on the Job to this Matters.
But the Casual Players just want to Play :)
They wont go ahead and do some Professional Training Route to Train up and then Fly like a Pro Maximizing Success Rate and Minimizing Losses :)

If a Game Requires Work rather than Playing to Survive. You can assume that at this Point you basicly Lost all Casual Players. ;)



2.
Well. I agree that you should not Ragequit. Its a Beta and things are Changing Constantly.
FD has adjusted NPCs a few times already while testing and listening to Feedback. This is very good and hopefully will bring the Situation under Control.
But Mate. If Running away is the only way to Survive I would not Play this Game.
So dont Advise that. Many Players will rather Quit the Game than work while Running away. Its just not an Fun Game Concept you know.
As I said above. Pls drop the Idea that everyone comes with the Professional Mindset of Minimizing and Maximizing. This Concept is just not going to Roll with Casual Players who want to Enjoy some Fun after coming home from Work.



3.
Well. I like the Python as well.
Albeit I currently wont do so much with Engineers.
I am not yet at a Point where I can Equip my Ships how I want to.
While I do have 2-3 Rebuys in Storage to not take any Chances there. I rarely Start a Ship with enough Money to Equip it like I wanted.
And I think that would be Boring as well.
If that was how its meant to be Played they would not need different Equipment Grades ;)
Also. Once more. Dont forget not everyone thinks of this in Professional Routes. Casual Players want Fun. Not Work! Surefire Way to lose Casual Players is to make a Game where you wont be able to get around unless your doing it like a Pro.



4.
Hmmm.
Thats Good. Well for you at least.
Albeit not too linked to the AI.
2.1 gave alot of additional Options.
Albeit I am missing a bit of Variety in the Options to Acquire the Things.
For example the Funny thing that one of the Materials needed for Exploration Engineer Upgrades is mostly Dropped from Security Vessels.
This stuff needs to be more Matched onto its Routes.
An Explorer should not have to Brawl with System Security to get Materials.
Also Materials should be Craftable from Ressources. Not only be Dropped by Killing Enemies.
An Explorer Generally is not too Eager to go Killing People for Materials.
Just like an Bounty Hunter will be very Advert towards going Mining.
Its Fine that for example Gun Upgrades need you to actually use Guns.
Its also fine that Cargo Rack Upgrades need Mining or Exploring or Hauling etc.
But this needs some Fixing here to actually Match the Jobs.
Its somehow Ridiculous that for Combat Upgrades you need to go Mining.
And for Explorer Upgrades need to go Kill System Security.

Not everyone wants to do more than one Job.
Most People Specialize on one Area. And then maybe go into the Neighboring Areas.

An Explorer will often also be somewhat of a Miner or Rare Goods Smuggler.
An Pirate will often be a Smuggler as well.
An Bounty Hunter will often do Data or High Reward/Risk Hauling.
An Trader will often also do Mining.

etc etc.
But you will usually not see that an Explorer goes Killing System Security. :p
So this sort of stuff needs to be matched up Properly. Currently some of the Cost and Materials are way Silly on this.



5.
And for the Final.
HERE it starts being Trouble.

No. People aint Attached to Old Paradigms
You see Mate.

I can hold my own in Combat. I can do so now as well.
But its not Fun.
No Offense. But the Problem here is. These NPCs dont have any higher Skill. They simply have Higher Stats.
Their Maneuverability is Insane. Even with Flight Assist Off its almost Impossible to Catch an Higher Ranked NPC in Maneuvering unless your Ship is Twice as Maneuverable by Default. Sorry but this is not Right. I dont want the. "NPC gets 50% Bonus on Stats" Difficulty. I want the "NPC is Skilled thanks to Artificial Intelligence" Difficulty.

See Mate. I can kill Enemies that got 500 HP with my 100 HP Character in Games. But thats not Difficulty of Skill. Its simply Increased Stats.
And thats what happens here.

The AI Currently has Insane Maneuverability allowing it to Move in Ways that even highly Skilled Players cannot Copy.
The AI Currently has Insane Accuracy. Far beyond anything even the most Skilled Players can Archieve. (Heck Yesterday I had 2 NPC Sidewinders which kept Shooting me with Fixed Weapons on 2.5km Range and Missing Maybe 1 out of 10 Shots despite me doing Evasive Maneuvers Including Support Thrusters)
And. The AI Currently manages to Drop even high Grade Shields and Modules with Insane Speed. Heck. I had Cobras which Dropped my Pythons Shields and Disable my Power Coupling in a mere 10 Seconds.
Even when I try Aiming for Power Coupling this is just not happening Vice Versa. Their Ability to Score Critical Hits is Inhuman. Even in PvP I never had anything like this. The Current Higher Ranked NPCs (well not Current they added a fix yesterday and I havnt tested it yet) are way Superior to even most PvPers I know. And even the PvPers which are still Superior to the AI. Were not Superior because of Inhuman Accuracy or Maneuverability. But because they made better Decisions.



Maybe you should get the Mirror Out Mate :)
People Play a Game here. They dont think of this as an Profession where they need to Train For and where they constantly have to Minimize Risks.
This is not a Job for them :)
They dont want to Adopt an Professional Attitude they have to take on Work.
They want to Play a Game. :)


So Take out the Mirror and Maybe Realize that your looking into the Face of someone with an Attitude Common among Professional Gamers. But very very Rare among Casual Gamers ;)




The Average NPC you meet needs to Easy enough for the Average Player to Handle without resorting to Running Away or using a Minimized Risk Strategy.
Generally Low Ranked NPCs should be easy to take care off and not pose much of a Risk unless in High Numbers. Even to the Average Casual Player. And they should be NPCs you meet 50% of the Time
Medium Ranked NPCs should be able to Put up a Fight against an Casual Average Player. But should still not pose a Risk or even a Challenge unless they come in Numbers. And they should be NPCs you meet 40% of the Time
Higher Ranked NPCs are where an Casual Average Player should feel Challenged. And should have the Risk of needing to Turn Tail in Emergency. And they should only come up 9% of the Time.
And the Highest Ranked NPCs are the only ones which should be Challenging even for Professional Players and which thus should be Superior to Casual Averagers and Force them Run rather than to Fight. And heck they should be maybe 1% of the NPCs you meet and Generally only come out in Missions or in USS and High Intensity Combat Zones or Hazardous Mining Zones etc.


Currently however.
Low Ranked NPCs are already able to Put up a Fight against Casual Average Players and you meet em maybe 30% of the time.
Medium Ranked NPCs are an real Challenge to Casual Players already and very often Force em to Withdraw. And they make out 40% of the NPCs you meet.
And (Which is the Joke and hopefully fixed (FD said they looked at it) The NPCs which comprise the remaining 30% of Meeting are the Higher Ranked ones. Which for Casual Players are just not Possible to Handle. Heck some of these are able to go 1vs1 Experienced Gamers and still Win Out.
I dont even know how the Highest Ranked NPCs like Mission Targets of Assassination Missions are Handling. I wont try out either.





Games need to be Fun Mate ;)
Not Work.

Small Fist Rules Mate :p
If Games require a Player to develop a Strategy and Minimize Risks just to be able to get around the World.
This Game will Fall under the Category of Pro Gamers Only.
In Short all Casual Players will usually Quit after an Fairly Short Time because they either get Frustrated by Losing or because they Feel its too much Effort to just Survive the Game.



Greetz Sun ;)


Spectacularly outstanding post!
 
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Hey 777Driver. I remember when I first tried trading, and you walked me through the steps of how to escape a CMDR pirate. That was about 12 months ago! The rules of survival haven't really changed all that much, except now NPCs are about ~40% as dangerous as CMDRs, haha. And thanks to you, I now know I can survive almost any situation.

Just want to say thanks for taking the time to help me when I was new player. I am glad I listened, and I still read your advice posts with interest.

The basic bread-and-butter things people learned just by playing in Open Play mode translate perfectly well to the modern "non-moron" AI.


If you could get away from hostile CMDRs in Open, you have no trouble escaping hostile NPCs.


And... the converse, is also true.

If someone who didn't know these things learns how to escape all hostile NPCs, they'll have no trouble escaping hostile CMDRs in Open.
 
confess you has not played much lately just got loose language

http://imgur.com/a/fMJQP


Ahh invisible, I see. Yeah in truth, I logged in for about 3 hours yesterday. Got disgusted at how meek the AI had become, went pirate to increase the aggression of the AI, and then got disgusted with myself for going pirate. Then logged off. Haven't been back on since.
 
The basic bread-and-butter things people learned just by playing in Open Play mode translate perfectly well to the modern "non-moron" AI.


If you could get away from hostile CMDRs in Open, you have no trouble escaping hostile NPCs.


And... the converse, is also true.

If someone who didn't know these things learns how to escape all hostile NPCs, they'll have no trouble escaping hostile CMDRs in Open.


I disagree.
No Offense.
But I have never Seen a CMDR which can Snipe your FSD on 3km Distance with his Railguns and thus prevent you from Escaping within Seconds despite you having Outmaneuvered him to get some Distance.
 
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