News NPC AI Update - 2.1.03 and beyond

Please be aware that the Conda is a wonderful ship - but not made of magic unicorn poop.

Imagine this would be real: Would you engage 4 fighter (!) craft with a single trader multi role ship?

Seriously: Paying a lot of money for a ship doesn't mean it's capable of killing 4 opponents.
(Eaten by mice...)

I simply want to beat out a single pirate, if opponent's ship is not conda (will run away, if several ones). It's not impossible, according to common sense. Why 3 lasers and 3 cannons on better distributor (see prev. message) are damaging not so good, as 2-3 lasers with lower disributor? Another meeting today with FDL - 3-4 seconds w\o shield - 21 (Twenty One!!!) percent of hull away. Doctor, is it normal? Python now is completely useless... If devs want to align trading possibilities of large ships - why these ships needed?
 
Also your rank doesn't decrease if you get blown up, so that you have a chance to reach your level and when you rebuy you get a drop in rank so you are ok again. Rather than current hit the skilled AI wall wherever that point is for each player and just constantly rebuy till your bankrupt or restart from scratch. Which in this game could be months or years of progress just lost to 1 ranking system

That's another factor they could use. Look at your history, and weight AI according to what you usually beat/lose to. Everytime you win your hidden rank goes up, if you die or run it goes down.
 
That's another factor they could use. Look at your history, and weight AI according to what you usually beat/lose to. Everytime you win your hidden rank goes up, if you die or run it goes down.

Should be a huge pile of history indeed... HSSs are not made from rubber :) And database software is getting slower with large bases. One more - deep analysis before each combat = additional server load...
 
I simply want to beat out a single pirate, if opponent's ship is not conda (will run away, if several ones). It's not impossible, according to common sense. Why 3 lasers and 3 cannons on better distributor (see prev. message) are damaging not so good, as 2-3 lasers with lower disributor? Another meeting today with FDL - 3-4 seconds w\o shield - 21 (Twenty One!!!) percent of hull away. Doctor, is it normal? Python now is completely useless... If devs want to align trading possibilities of large ships - why these ships needed?

You can kill about every single ship in game using a Python or a Conda. After the NPC nerf it's a piece of cake.

I don't know anything about your craft and your skills. Send me a PM and I'll happily meet you to take a look at it. Seriously. There is NO need to be blown up with this AI.

This is not a gitgud thing, I sincerely want to help.

PS:

It's like you're playing another game. I have been to res and cz of all kinds in a broad variety of ships. When having the choice of my opponent this is without any stress. When interdicted by forces, one has to be sure to make it... or opt out. It's like real life.

I'm a mediocre PvP pilot. I know the tricks, the bells, the whistles, I'm mostly way over my due date in terms of time of date (tired as hell), so I consider myself mostly mediocre. I have ZERO problems with NPC though.

The last hour I was in a Haz Res in a Python (!) without a single loss. I don't get it, sorry.
 
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Should be a huge pile of history indeed... HSSs are not made from rubber :) And database software is getting slower with large bases. One more - deep analysis before each combat = additional server load...

Not really. Simplest approach. Assign each rank a number. If you fight a rank different from yours then your rank changes by 0.1 times the difference between your ranks, depending on whether you win. Importantly this only takes effect if you beat an NPC "above" you, or lose to an NPC "below" you - it has no effect if the result is what you'd expect, or if your ranks are the same.

This factor is used in determining the NPC rank you face.

Simples. Would take microseconds to calculate, and require one value in a database. No need to store history.
 
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First of all, thanks! "Nothing is given by us with less greed, than advice" ;) Maybe, I'll do this next weekend (maybe I'll be in community event - forgoit it! - added later), it's too late MSK time now . I am sure, that the advice will be good, hovewer! Why I am threathing current AI situation, as bad - not only beceuse NPCs are getting stronger. With previous NPCs I can create good balance between defence, cargo and fierpower. Python was flying perfectly and safely with A5 shield, "A-1" trusters and 224 tn cargo. Was cracked by NPCs 2 times in ~ 3-4 month - own mistakes, was too risky. After patch new balance should be found, and this this balance goes much more in defence. Seeking battle principles 2 have more cargo now. Seems, that all large ships will be aligned... Due to mass use of rockets point defence must be. This day was firing 2 or 3 times. This defence improvement is looking NOT natural, because such NPC ships cannot be created in real life. Nearly everything have 2x power and defence, than normal human ship of such class and quick flying away with mass lock looks like simple cheathing... Endless chaffs, nearly 2 min of chaffing. Maybe I'll find new way myself, or with your help, but my BAD opinion about current AI will not be changed indeed. NPCs should be more real, and not having all details improived, 1-2 is enough.
P.S. 12 KK from 14 lost back today - maybe, I am learned, but not glad by current situation...
 
AI nerfed through the floor and still all these complaints. FD take note people will not be happy until the AI self destruct on player arrival. Please stick to your vision and make the game challenging.
 
The DIFFICULTY SLIDER should be on the Galaxy Map... when you choose the system destination.


NPC hostility, capability, aggression, equipment level and motivation should all come from situational cues.

- WHERE are you flying? (ie. What is the Security Level?)
- WHAT have you recently been doing? (ie. Have you crossed anyone dangerous recently?)


NPCs need to do better at communicating why they are hostile (or, indeed, friendly). That's what the Chat stuff is for. It's underutilised now ("I'm coming for you"), if not downright counterproductive ("That's the ship I'm looking for - the one with the big haul!", when you don't have any such thing).

Players need to be given the tools to see risk/difficulty in advance, eg. putting SYSTEM SECURITY on the Galaxy Map. You can see and filter on practically everything else, but not Security Level.


It's all about empowering players to tread their own path, and clearly/unambiguously communicating why things are happening around them... the consequences of decisions they took up to that point.




Slapping an EASY<->HARD slider on the universe isn't how you build a rich and engaging galaxy. :)

FD could do so much with visible security levels. If you are trespassing low security system there could be pirates asking pass through fee. If you don't pay you fight. If you win next time there could be bigger pirate asking fee and you are not so welcome to that system anymore. Some places could be behind wall of low security systems. So there's high risk going through but there's something so delicious that have to take the risk.
 
Not really. Simplest approach. Assign each rank a number. If you fight a rank different from yours then your rank changes by 0.1 times the difference between your ranks, depending on whether you win. Importantly this only takes effect if you beat an NPC "above" you, or lose to an NPC "below" you - it has no effect if the result is what you'd expect, or if your ranks are the same.

This factor is used in determining the NPC rank you face.

Simples. Would take microseconds to calculate, and require one value in a database. No need to store history.

Hm.. Seems 2 me, that it's like counting men, horses and elephants in the same list.

Sample 1 - you hit elite sidewinder on ptyhon or ASP
Sample 2 - you killed elite opponent with 4% of hull left. Is it a real win?
Sample 3 - you was hit by lower opponent with all modules engeniered

etc. Too many variables now, one simple counter is not enough, IMHO.

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

AI nerfed through the floor and still all these complaints. FD take note people will not be happy until the AI self destruct on player arrival. Please stick to your vision and make the game challenging.

Such "challenges" are looking like playing online shooters with cheaters. You like this challenge, I do not. Was accepting challenges with prev AI, indeed.
 
and my daily addition to the list

things should just work :)

- messages cant be discarded, they stay in the list with no option to discard
- unread messages from completed missions stay as "new" in the msg icon without any message to read
- remove the disturbing flying drones bug when cruising in asteroid fields sometimes all drones are placed somewhere and stream in a straight line back
 
- When determining the rank of NPC ships for interdiction, use the player's combat rank, rather than their highest PF rank, although add 1 rank if their trade or exploration rank is higher than their combat rank


So was this just a giant lie? Because I've been interdicted twice practically back to back (first time with cargo, second time without after being killed), both masters. The first in a federal assault ship, massively outclassing me (asp ex) and killing me before I even could get half way to jump charge WHILE boosting away from it, and my rank is only a novice, so even with novice+1 comes nowhere near Master rank.


This isn't the first set that have been master, that's almost the guarantee from all the interdictions I've been hit by in the last two days.
 
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Be a real "elite" and go into HazRes in a sidey with no shields and enjoy all the "dangerous" AI you can ever want
 
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