Let's discuss the skill gap in Elite Dangerous between players

Give weight to location. Make the system security level significant, and make it obvious. Some games do this, and it's brilliant IMO. The player can game at their own pace. It seems realistic, immersive.

You can
* Go somewhere dangerous, get scared, run away, have an exciting experience.
Or you can
* Go somewhere dangerous, kill everything that moves, feel like Rambo, have an exciting experience.
Or you can
* Go somewhere safe, chill out, have a relaxing experience.

Who would not want this freedom of choice in a game?
Have like a message pop up when you enter a system - Warning; entering Anarchy
Warning; entering war zone or High Sec - Med sec
etc...
and add some fluff text somewhere
 
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1 thing I will say, I know for a fact some players play at the same time as watching a movie.

I myself listen to audio books when trading or exploring.....

since 2.1 i have found myself having to pause the book a lot more as i need to concentrate.

however this is fine. FD cant, or at least mustn’t balance the game towards players who are only giving the game 50% of their concentration. I am not saying all the people complaining fall into this category, but imo any who are finding it too hard, but are watching a movie at the same time as playing at least owe it to the devs to try giving it 100% concentration before concluding its too hard imo.

btw I myself have been having some trouble with a few of the base assault missions, and replied to a thread with someone else also having trouble........ There was some great advice on there which I intend to try to follow, and that is ok, its good to need to learn some new tricks.

It is sad however that a few in any such threads use it as an excuse to belittle those having trouble with the game. imo regardless of if the ai are too hard or not, the "Get Gud or go home" people I have zero time for.
 
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Now that bugged weapons have been removed from most NPCs the dust has cleared a little and we can see what 2.1 was supposed to achieve - a galaxy with an ecosystem of pilots with different skills and roles instead of everyone having multi-role Anacondas. If ED had been like this from the start then you'd have the vast majority of pilots flying T6/T7/Asp/Trade Pythons, doing BB missions and trading, and a minority of people in combat ships swimming through the minnows like sharks.

Unfortunately prior to 2.1 all pilots eventually got a high combat rank because combat was too easy and it happened by default. Now most of those pilots are out of their depth because they are plagued by high-ranking NPCs. They should be able to reset their combat ranking if they want without doing a clear save. I have about 1000 hours in ED and I don't want to wipe all the rep that I have built up around the Bubble.

As I said in another post, I am never going to git gud at combat because I use an xbox controller and it is impossible to do FA-off combat with one. FA-off is the only way to go to excel at combat.

I am now pootling about in a T6, having quite a nice time doing BB missions and running away from every attacker with my shields on four pips and point defense blasting away. Every couple of hours I get pulled by a big NPC that pops me with a few shots but the fines I get for failed missions are meaningless because I'll be popped again long before those fines ever turn into bounties. ED is Space Truck Simulator 2016 with added hijacking for me.

The glaring omission from this new ecosystem of pilots is a lack of pilot-pilot trade, no way to hire someone to escort your cargo ship, no way for miners to sell their surplus, etc. The ecosystem of a coral reef depends on its inhabitants cooperating - there is no way to get a barber fish to clean ticks out of your gills in ED.
 
The skill gap is not a problem and I feel high end NPCs can be made even more of a threat (Deadly and Elite NPCs should be the "here be dragons" territory). There are a few important things here.

a) Dangerous and Deadly NPCs pilots should be very rare and Elite rated ones should be like hen's teeth.

b) The security rating of the system needs to have a huge effect on the amount of criminals in there. In high security systems the police response needs to be fast and effective, and the number of criminals very low.

c) No psycho NPCs outside Anarchies. NPC pirates should be proper pirates who recognize when they are winning the fight and avoid blowing the target up. They need to "worry about committing murder" and stop before they do. Hatch limpets, stopping to issue demands or just shooting at the cargo hatch. Sarah Jane can make this happen I'm 100% sure, she just needs to be given a good set of pirate AI logic by the designers.
 
All of them. As long as we don't get a rush of some 1M people loggin on to file a complaint, then most cases it's all but irrelevant noise.
What you're basically saying is that the devs should ignore all of us then, including you. Because to ignore all of the tiny minorities as irrelevant noise means you are actually ignoring the majority of people since we all belong to some tiny minority or another at some point which when combined make up a majority.
 
What you're basically saying is that the devs should ignore all of us then, including you. Because to ignore all of the tiny minorities as irrelevant noise means you are actually ignoring the majority of people since we all belong to some tiny minority or another at some point which when combined make up a majority.

That what it boils down to.
Trying to please one part will inevitably upset the other one.
Better to create a consistent system where everyone can find his/her place.
Obvious bugs in that system are obvious and have been described on page 1 : https://forums.frontier.co.uk/showthread.php?t=261297&p=4034614&viewfull=1#post4034614
 
Thats not true, I have a lot of friends that do all kind of stuff in elite, more then 50. And all of they complain on different stuff, nobody is happy.

Hardly indicative of 100,000 players, though. Additionally, people are much more likely to make a negative product comment online than a positive one. People complain more than compliment.

Ultimately, only ED have the figures and it's unfair to try to make sweeping comments about 'everyone hates it' or 'I think you'll all agree...'

Why don't we just admit that ED is for extremely skilled fighter pilots.

Lol. I'm an idiot with a gamepad, and I'm doing fine. Where does that sit with your theory?. Don't project your own perception on everyone. ED is no more for extremely skilled pilots than Gran Tourismo is for very skilled drivers. Granted, it is more of a 'sim' than a shoot-em-up, but it's still not rocket science.

You are wasting your time falsely believing that you can teach others how to be better fighter pilots. The part you are missing is that only .01% of the player base have the natural skills to play at your level.

Absurd. Anyone can learn to improve a skill-set. It just takes practice. That's what things like 'schools' are for. Even pilots have schools where they learn to get better (seen Top Gun?).

Sure: If you don't WANT to play a game where you see an improvement in performance or learn anything then ED is probably not the game for you, but the idea that you CAN'T is an obstacle that you have placed in your own head. What is preventing you from improving is the perception that others are just 'naturally gifted' and better, and that you can't learn. That's a damaging delusion that you'd be wise to leave behind you.


 
I think the devs should (and sometimes do) consider the opinions on here, and then IF they see points which they feel add something they have not considered, or turns out to be universally hated and a counter option is put forward which they actually like, or that they can add without it detracting from their own vision and without too much work, then maybe tweak the game accordingly.

However I would not expect them to scream "Stop the presses!!!!" Mad Mike has just said the game is too (easy/hard/grindy/arcadey - delete as appropriate) and 4 other people agree so its back to the drawing board.
 
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b) The security rating of the system needs to have a huge effect on the amount of criminals in there. In high security systems the police response needs to be fast and effective, and the number of criminals very low.

"Personal" record so far: 15 seconds for the cops to arrive after first shots were fired. High-sec. Low-sec they can take anything from 45 sec (fast) to Never. Not sure if local rep has any bearing to the numbers. In high-rep high-sec system it seems that the cops arrive in greater numbers, tho - and they don't waste time scanning you, they beeline to your aggressor (if you tagged them 'wanted') right away.
 
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Absurd. Anyone can learn to improve a skill-set. It just takes practice. That's what things like 'schools' are for. Even pilots have schools where they learn to get better (seen Top Gun?).

Top Gun is for the best fast jet combat pilots who were selected from the best fast jet pilots who were selected from the best pilots who were selected from the pilots who made it into flight training after being selected from the flight training candidates who were selected from the thousands and thousands of failed applicants. If you go do 40 hours in a Cessna at your local flying school that won't get you a ticket to Top Gun. Average Joe Sixpack can never be trained to be an ace fighter pilot.
 
"Personal" record so far: 15 seconds for the cops to arrive after first shots were fired. High-sec. Low-sec they can take anything from 45 sec (fast) to Never. Not sure if local rep has any bearing to the numbers.

that sounds pretty reasonable to me. I certianly felt the police were more on the ball recently and when getting my ass handed to me by a deadly conda, when I saw the calvary drop in, gave me another option from jumping out.... I ran to them instead. Still yet to "die" in 2.1 though had a few squeeky bum moments
 
that sounds pretty reasonable to me. I certianly felt the police were more on the ball recently and when getting my ass handed to me by a deadly conda, when I saw the calvary drop in, gave me another option from jumping out.... I ran to them instead. Still yet to "die" in 2.1 though had a few squeeky bum moments

Only death to me so far in 2.1 was to a (many times reported) bug, that I think is (or should be) squished by now. It's a bit baffling that at times the cops are so effective that you barely get to shoot, even, before they demolish whoever pinged you XD - but then again, they're supposed to be effective and not your everyday cannon fodder.
 
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Concerned as in worried - no.

Concerned as in give it some thought when making changes - sure.

It's a shame that ED doesn't have the concept of Tech Level for their systems (though I am sure some thing similar exists that could translate) as FD could tailor the experience around that for players. The higher the tech level the more aggressive / difficult the NPCs and the better ships / loadouts they fly. That way, depending upon your own skill level, you could use TL as a guage for when to engage.

I'd hate to see that happen. What I think folks should be able to do is manage their risk in game by choosing to visit safer or riskier places. That shouldn't always remove the chance of a powerful ship attacking players but for the most part if folks want an easier experience they could stick to High security systems.

It would also be a good idea to show the security status of each system on the galaxy map. At present its only visible via the system map.
 
Top Gun is for the best fast jet combat pilots who were selected from the best fast jet pilots who were selected from the best pilots who were selected from the pilots who made it into flight training after being selected from the flight training candidates who were selected from the thousands and thousands of failed applicants. If you go do 40 hours in a Cessna at your local flying school that won't get you a ticket to Top Gun. Average Joe Sixpack can never be trained to be an ace fighter pilot.

I was making a comparison about learning, and that even 'the best' don't just do things though talent: They learn.

Or are you trying to compare the difficulty of Elite to that of a fast jet pilot? It's not even as difficult as flying a Cessna, and pretty much anyone can learn to do that, with a lot less tuition than it takes to get the swing of this game.
 
That would be nice.

Yeah the other thing about that is if you don't have the system data you can't check before you go there. When in a high security system the cops respond like lightning.. Medium slower, and Low: you're on yer own really.
 
The skill gap between "NPC fodder" and "can survive 99% of encounters" is actually really really small.

That being said, the skill gap between "competent pilot" and "steely eyed killer" is rather large. That is because a Elite has a low threshold for competency, but a high skill ceiling. That's actually a sign of a well designed game mechanic.

I agree Ziljan, the game design around the flight model in ED are second to non in any space game out today, even those in Alpha.
That base mechanics FD nailed beautifully.

I only hope that when the small fighters like the concord arrives, the FM will be fast, and very manuverble. If not they wont stand a chance against the larger ships.

The starting point for new players should be in high security sectors, then as you move out from the bubble it should be very dangerous, however very profitable. I believe this is one of the things lacking in ED.
 
My experience with police showing up after your report a pirate attacking you, is they ll scan you first, before opening fire on the pirate thats shooting at you.
 
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