Please dont nerf the AI anymore.

... you could even make it more difficult for yourself by playing using your feet instead of your hands.

I already do this. Mapping roll to my rudder pedals. Even with the input lag, it only increases the difficulty until you get used to it. Then it's the same turkey shoot as 2.0.
 
I hope that's not the case TC.

I've been avoiding combat for over a year as it was so boring and unchallenging but since 2.1 I've got back into it and especially this last week or so, I've had a huge amount of fun with it.

Sadly if you are right TC, It means I'll go back to totally ignoring combat again, which I don't want to do. having too much fun atm. Please, don't go back to the cannon fodder npc's of old.
So far the only real changes are :
A reduction of the angles they can turn at (however this could be 2 things , a bug fix or a limitation to make the game easy)
Ranks spawn based on your rank and are made so that most of the ships that will spawn will be under your rank , you will still see high ranks but they are very rare.

I am aware its a video game , but thats not how it was sold to me , thats not what made me back the game.
I backed it because it was going to be a full living breathing universe were silly things like rank were just for show.

Still I can live with this change... its the potential for more downgrades that scare me (like the outright scary idea of removing features such as sub module targeting)

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Key words in my comment.... 'an option' ... meaning one of many. No need to read into it any differently. No one is suggesting you add an artificial limit to your game. Play as you like but an option is simply that... an option [not an alternative].
Sorry , I just feel the heart and soul of elite is at risk.
The first games hated the players... dangerous is treating us like gods and saviors of humanity
 
Easy peazy to satisfy everybody:

1) High security systems / RESs have only a few baby NPCs.
Low security systems / RESs have a lot of deadly NPCs.
Anarchy systems are hell.

2) The HUD displays a warning like "Warning, entering low security system!", so the newbies know where they have set their feet in.

3) Also, a new filter in the galaxy map for security level

This way, carebears looking for safe Eurotruck simulator are fine, while others, looking for high rewards (bounty hunting, "collecting" materials from vessels) will aslo face some challenge.

I mostly like this suggestion, but would add a few modifications.

  1. Wherever the dangerous areas are, still have a distribution of enemies. Oh, they can be all high end if your in the "danger zone" but all of them Elite ranked? Even the friendlies in the RES zones? Nothing broke immersion more for me than traveling through Haz Res sites recently, with all the enemies being Dangerous to Elite (I'm Dangerous), but all the miners were Elite! An Elite combat pilot... mining... in a Type 7... in Haz Res... with no escorts... and six others just like him?! Did I just find the place where old "Elite" pilots go to die an honorable death when they get old?
  2. Make high end combat (e.g. assassination, liberate hostages, etc.) missions have these high level/super equipped targets the combat lovers would love to fight. A whole range would be nice, so you have plenty to choose from.

While I'm on the other side of the fence in regards to wanting the hard AI, I never wanted it taken away. Nor did I want all the high ranked NPCs banished - just make their appearance more sensible in relation to lore. I know that if you want to rank up in combat, you need opponents your level or higher (well and minor xp from a rank or 2 below your own) to gain xp.

I do take some offense to your carebear trucking comment, though. If I'm doing regular (high value) cargo runs, I should be interdicted by pirates occasionally. I should not be getting assaulted at least once on each leg of the loop, always by an Elite FDL or Anaconda. That's just immersion breaking. Also reduces tension because it's so common place, there is no surprise any more. This has been my experience when trading for the last week (have not played since the new patch today). I have suffered zero losses and killed two FDLs with mines; the rest of the time I either submit and run, or the interdiction doesn't happen because they hit the sun, or a planet, or whatever.

I really hope they have lowered the spawn rate and diversified it. I'd like to change my cutter back to having turreted weapons and occasionally blow stupid little pirates to bits. Instead, I'm traveling with 6 L2 mine launchers to either kill, or distract, the FDLs and Condas while I boost away. *yawn*
 
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I love how your response to everything is the above. No my point is not mute, my point is highly valid. The games name is elite DANGEROUS, and when it actually sorta kinda maybe hints at being that. The whine patrol comes out boohooing about how they can't go around in their ships that are not configure to survive and moan and groan little 3 year olds that have their candy taken away. Learn and adapt its not hard at all. Plenty of videos and stuff out there showing you how to survive and thrive. But again that is now irrelevant as the AI is non-existent again. So I congratulate the whine patrol you win again, the AI gets nerfed and dumbed down at every turn because you cry too much.

And I guess in the end you are right my point is irrelevant, since the whine patrol always gets what its wants.

Glad you're loving my responses. I should have clarified... your point is only irrelevant with me as you're preaching to the choir. Again, i fully agree that there are issues on both sides of the spectrum.
 
I already do this. Mapping roll to my rudder pedals. Even with the input lag, it only increases the difficulty until you get used to it. Then it's the same turkey shoot as 2.0.

I had more of a picture of toes on keyboard.

Edit- and I was been sarcastic.
 
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I kinda wish the distribution of wanted/hostile NPC ships would follow a bell-curve, with the majority of encounters being mid-ranked NPCs, and fewer and fewer of the exceedingly high or low rank ones. From a numbers standpoint, this makes sense. The harmless NPCs would die quickly or "learn" quickly. Most NPCs would be of average rank, as they have been able to "learn." And there would be fewer high-rank NPCs because the law of large numbers would dictate that they have an increased chance of someone killing them at some point in their career.

During WWII, figher pilots would have an extremly high chance of dying in their first 5 missions. After that, the rate dropped substantially. However, after 20 - 25 missions, this rate would start to spike again. Why wouldn't NPC pilots here follow that pattern? The new pilots (harmless, mostly harmless) would be very likely to die, the mid-ranks would be the most common, and the high-ranks (deadly, dangerous, elite) would be fewer because they have had more chances to be killed.
 
So now we can take on wings of 4 vultures again?
I think so.
To my understanding non of the encounters have been changed. its ranks that are being changed.
So all in all less high ranks , more low ranks... even if you are high at a high rank.

Its not the worst thing they could have done , but are thinking of actualy removing some of the AIs core new features
 
Just tried it. An elite FAS just sat in front of my anaconda's guns. How disappointing. 2.1 had actually challenging game play for just a brief moment in this game's history, and now they're utterly lobotomized in 2.1.03.
Screw the engineers, the AI was the single best part of 2.1 - it actually posed a challenge. Now, even an elite FAS can't get behind my Anaconda.

If the other ship is more maneuverable than you, they should be able to get behind you, and now they don't. On the bright side, someone with late-stage ALS will be able to kill an elite FDL now, so at least this game's got disability access going for it.
 
Just tried it. An elite FAS just sat in front of my anaconda's guns. How disappointing. 2.1 had actually challenging game play for just a brief moment in this game's history, and now they're utterly lobotomized in 2.1.03.
Screw the engineers, the AI was the single best part of 2.1 - it actually posed a challenge. Now, even an elite FAS can't get behind my Anaconda.

If the other ship is more maneuverable than you, they should be able to get behind you, and now they don't. On the bright side, someone with late-stage ALS will be able to kill an elite FDL now, so at least this game's got disability access going for it.
I just hope that the AI not shooting you was a bug
 
If Deadly/Elite NPC's really are rocking horse poop then bounty hunting as a profitable career path has just been mega nerfed :\

FD had the opportunity to implement a proper system to deter the human ganking of Cmdrs by having highly dangerous AI bounty hunters harassing the crap out of griefers as their bounties increased and escalating these encounters until the griefers were brought to heel due to the cost of rebuys. Decent AI combat would also have provided a release for those who wanted challenging combat, but alas no joined up thinking from FD and reactionary changes are made instead of planned ones.
 
FD had the opportunity to implement a proper system to deter the human ganking of Cmdrs by having highly dangerous AI bounty hunters harassing the crap out of griefers as their bounties increased and escalating these encounters until the griefers were brought to heel due to the cost of rebuys. Decent AI combat would also have provided a release for those who wanted challenging combat, but alas no joined up thinking from FD and reactionary changes are made instead of planned ones.
I agree.
This situation goes against what we were promised.

Now I know I am not entitled to anything , I backed the game based on promise. and said promise may still happen , but it still hurts
 
I just hope that the AI not shooting you was a bug

Oh it shot me alright, but it didn't try to maneuver out of my forward sights in any meaningful way. It just stood there, trading blows with all of my anacondas guns for all the good it did. A 2.1 elite FAS would have given me a good run for my money, staying in my blindspot as much as possible, causing me to pop a shield cell, etc. The 2.1.03 elite FAS just sits in front of my guns like a deer in headlights, which is just plain bad.

The saddest thing now is that we know FDev can make a decent AI, they just won't because people have gotten used to slaughtering livestock in an industrial farmhouse and complain with the slightest challenge.
 
And your solution is making NPC FDL's park in front of you like ducks so you can kill them easily on a slow turning ship?

If that bring fun... yes.

By the way: i havemn't give any solution.

Just stated a fact.

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Oh it shot me alright, but it didn't try to maneuver out of my forward sights in any meaningful way. It just stood there, trading blows with all of my anacondas guns for all the good it did. A 2.1 elite FAS would have given me a good run for my money, staying in my blindspot as much as possible, causing me to pop a shield cell, etc. The 2.1.03 elite FAS just sits in front of my guns like a deer in headlights, which is just plain bad.

The saddest thing now is that we know FDev can make a decent AI, they just won't because people have gotten used to slaughtering livestock in an industrial farmhouse and complain with the slightest challenge.

People, especially not the younger ones, want fun and not frustration by a game.

They already have a work.

By the way: it's quite debatable that Ai was right just before the new patch.

Even in beta there were a lot of people unhappy (and to be fair a lot of people happy) about Ai.

*** Edit

Not to be a dic-K here but, older people usually have a work and they have no problem in support Fd if the game is meet their expectation.
 
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Oh it shot me alright, but it didn't try to maneuver out of my forward sights in any meaningful way. It just stood there, trading blows with all of my anacondas guns for all the good it did. A 2.1 elite FAS would have given me a good run for my money, staying in my blindspot as much as possible, causing me to pop a shield cell, etc. The 2.1.03 elite FAS just sits in front of my guns like a deer in headlights, which is just plain bad.

The saddest thing now is that we know FDev can make a decent AI, they just won't because people have gotten used to slaughtering livestock in an industrial farmhouse and complain with the slightest challenge.
Nothing in changelog indicates such kind of behavior. Report a bug.
 
AI should be restored to the initial 2.1 release minus the stupid weapon bug that started this snowball. Any Cmdrs that find it too difficult should have the option to reduce their combat rank accordingly and be at pains to know the if they increase same they will face correspondingly more difficult AI. If they fly in a low-sec system, higher profits+harder AI, if they take higher rank missions, harder AI. If they stay in safer hi-sec system, easier AI, better police response and lower profits. Now, FD how hard is it to implement such a system or is the AI going to be going up and down like a you know what.
 
People all they did they fixed few bugs. If you think that fixing changed AI behavior for worse, REPORT BUGS. Stop this stupid forum warfare. /thread
 
AI should be restored to the initial 2.1 release minus the stupid weapon bug that started this snowball. Any Cmdrs that find it too difficult should have the option to reduce their combat rank accordingly and be at pains to know the if they increase same they will face correspondingly more difficult AI. If they fly in a low-sec system, higher profits+harder AI, if they take higher rank missions, harder AI. If they stay in safer hi-sec system, easier AI, better police response and lower profits. Now, FD how hard is it to implement such a system or is the AI going to be going up and down like a you know what.
I agree , you can be casual and still be good against the NPC.
They were not that hard.

I am going to get hate , but I belive it was a refusual to adapt rather than not being able to.

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People all they did they fixed few bugs. If you think that fixing changed AI behavior for worse, REPORT BUGS. Stop this stupid forum warfare. /thread
The thread is about the fact they are thinking of removing the AI targeting sub systems. and a few other things
 
Nothing in changelog indicates such kind of behavior. Report a bug.


this a million times over, Why?

because instead of having two camps complaining on the forum etc etc etc..... you would have "I have this "x" kill me in 3 seconds i had no chance" reported as a bug with a video and any one else who had this issue would be able to chip in with a me too on the bug, like wise for "that "x" just sat like a lemon until i killed it" bug report with all the me too's.

If you reported it as a bug & you get a "not a bug working as intended" you need to change your gameplan.

If you reported it as a bug & you get a "we can comfirm this is a bug and we are looking into it to find a fix" wait for a fix.

If you reported it as a bug & you get a "we are looking into this" then wait and see if the Game devs feel as if it is something that is wrong or not.

What would we get? answers "working as intended / not working as intended" FDev would have a list of things to fix, we would have a list of things to work on getting better at.

*FDev messed up introducing the new AI & Engineers at the same time (to much change all at once) it would of been better to release engineers (and sort bugs) and then warn users that over the next 4/6 weeks the AI level would slowly be increased to where the Dev's think it should be. (i bet most people would hardly of noticed (barring bugs))
 
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