Devs - It's Not Me, It's YOU.

The thing is, if a player isn't combat focused nor wants to do combat, then simply escape from NPCs which is very very simplistic.

If a player wishes to engage in combat, then pick the appropriate target and have the appropriate skill to do so.

I don't understand where all these complaints are coming from other than either out of ignorance or/and indolence.


I don't think it's about combat focus vs. non-combat focus. Or maybe that's exactly the problem - having to decide between combat or non-combat.

Before 2.1 NPC encounters where more varied. Not ideal (way to many Sidewinders), but it was a mix of low rank and higher ranked NPCs with a few Elite NPCs. Now it's just NPC in dedicated combat ships with the rank of the player or one rank higher.

Before 2.1 the player could decide on a interdiction to interdiction basis if fighting is an option or not as the NPCs hat more variation in ships and rank. A player with a multi-role ship (load out) could decide if fighting was an option or not.

That's what I meant with the feeling of the game changed - a player could have a mix of combat and having to run away before 2.1. Now it's just combat or running. The game changed form a game where the player could be a CMDR that did everything in the same ship to a game where the player has to use specialized ships.

The game doesn't give me a choice of picking the target. I get the same targets all the time in interdictions. The only place where I can pick targets are RES and CZ.

I guess most complains are the result of players who don't like the changes to NPCs in 2.1. I think it has nothing to do with ignorance or indolence, I think it has more to do with the game being different to the game they bought and liked.

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

Probably one of the best suggestions, dropping cargo is really work now.

I'm not sure if the 1t of low value engineer commodity I had in my hold the last time I got (almost) interdicted would have been be enough for the NPC pirate. Thinking of it, it might have been enough since that NPC pirate thought it was "that big haul"…
 
...

Even with instant ship transfers the player still has to go to Jaques and back. It's still an epic journey (I spend most of the time hating and cursing to my self of using a combat ready Corvette - just for the "fun" of it).

...

Sorry, won't derail the thread further, but what I said is what occurred to me while I was writing my response. It's the first that I've acknowledged it to myself even. The long and the short of it though is that no, unless they change what they've stated so far, you won't need to make the trip back to get back with your ship, unless you feel like pretending it's necessary.

Sorry, as you were, guys... o7
 
I'm not sure if the 1t of low value engineer commodity I had in my hold the last time I got (almost) interdicted would have been be enough for the NPC pirate. Thinking of it, it might have been enough since that NPC pirate thought it was "that big haul"…

It is, last time when i was force to drop cargo it when i was stacking salvage missions, one time i was fighting 3 mission NPCs in one instance, one Conda, one FDL and wing of Conda+2 eagle. I manage to kill them all, but i ended in pretty bad shape, no shield, about 30% hull and 0% FSD. After reboot/repair my FSD start to work but not reliable, and i get interdicted by another Conda before my shield go up. I am manage to survive by drooping grain, biowaste and other really cheap crap that i scooped along with missions specific rebel transmissions.
 
I don't think it's about combat focus vs. non-combat focus. Or maybe that's exactly the problem - having to decide between combat or non-combat.

Before 2.1 NPC encounters where more varied. Not ideal (way to many Sidewinders), but it was a mix of low rank and higher ranked NPCs with a few Elite NPCs. Now it's just NPC in dedicated combat ships with the rank of the player or one rank higher.

Before 2.1 the player could decide on a interdiction to interdiction basis if fighting is an option or not as the NPCs hat more variation in ships and rank. A player with a multi-role ship (load out) could decide if fighting was an option or not.

That's what I meant with the feeling of the game changed - a player could have a mix of combat and having to run away before 2.1. Now it's just combat or running. The game changed form a game where the player could be a CMDR that did everything in the same ship to a game where the player has to use specialized ships.

The game doesn't give me a choice of picking the target. I get the same targets all the time in interdictions. The only place where I can pick targets are RES and CZ.

I guess most complains are the result of players who don't like the changes to NPCs in 2.1. I think it has nothing to do with ignorance or indolence, I think it has more to do with the game being different to the game they bought and liked.

All very good points...

Most of the complaints that arise are from players being forced into combat for little or no good reason. Yes, some have complained that they can no longer clean up in CZ's or RES as they used to, but that's a different issue, and not really one worthy of sympathy.

The oft suggested remedy for players having issues with NPC encounters that they find overpowering is to run... To high wake. While that may be reasonable advice that will likely work, it seems to miss the point that the NPCs are there as the players content, and if the player has to run from the content more than a very small amount of the time (IMO), then the game has stopped entertaining them, and is simply punishing them. Players should stand a better than average chance of engaging with and beating the random NPCs sent against them.

That does not mean that all NPCs should be a walkover...

The best solution would be for FD to make certain places and activities very, very challenging, such as High Intensity CZ's, HazRES, high ranking missions and some notorious systems, and make it clear to players that going to x system, or taking y mission will result in wings of Elite combat ships being sent against them. Players who want a challenge can then find them easily enough in a variety of places and under a variety of gameplay situations. Random NPC encounters somehow need to be made manageable for the majority of players enabling them to actually play and enjoy the game and it's content, and not feel dread at the prospect of running into said content.
 
A long post made totally moot by the fact its trivially easy to escape any interdiction if you dont want to fight.


[haha]
Says the person playing the game where interdictions are nearly impossible through the fact that it ignores most of your success and glitches out every other time...
You were joking right? Or did you actually believe what you posted?
 
Back
Top Bottom