OK the time has come to retire this

Well at least until 2.2 is released. making weaker, brainless, NPC's has killed the game for me. I don't attack other Cmdr's. so no fun there. maybe they will fix the broken AI. maybe not. I don't need to grind no more seeing I have more cr than sense.
how to kill a great game. take on board what the winging masses want and ignore those who like it hard!


until next time :)
 
Get rid of shields

Ride a motorbike with no helmet. Drive a car with no seatbelt. Race a rally car with no roll-cage. Drive a bus off a cliff because it's more of a challenge than on an actual road.

There are all stupid statements, just like shooting yourself in the foot to make walking more complicated.

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To the OP, the game does have to cater for differing levels of competency. Unfortunately the developer has chosen to use player rank, which is a meaningless attribution of time spent, as a meaningful statistic for combat purposes. Until or unless they decide to use other in-game factors, AI necessarily have to be pidgeon-toed because the developer has literally no other choice.
 
Seems like FD has hit the sweet spot now with NPC behaviour. There is at least one other thread from a player complaining that the NPCs are too tough :p

This. They have to balance the AI for their entire player base. Inevitably, some will find it too easy while others find it too hard.

Hopefully, with the aliens in 2.2 there will be more NPC challenge for those who seek it (and probably for those who don't, too).
 
Seems like FD has hit the sweet spot now with NPC behaviour. There is at least one other thread from a player complaining that the NPCs are too tough :p

they were a lot tougher. until the wingers moaned and devs dialled back skill level. I am elite.

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Ride a motorbike with no helmet. Drive a car with no seatbelt. Race a rally car with no roll-cage. Drive a bus off a cliff because it's more of a challenge than on an actual road.

There are all stupid statements, just like shooting yourself in the foot to make walking more complicated.

--

To the OP, the game does have to cater for differing levels of competency. Unfortunately the developer has chosen to use player rank, which is a meaningless attribution of time spent, as a meaningful statistic for combat purposes. Until or unless they decide to use other in-game factors, AI necessarily have to be pidgeon-toed because the developer has literally no other choice.

I have been told by the devs that is not keyed to rank its keyed to the mission. I think it should be keyed to my rank and not what mission I have taken.

I take a mission from empire that I'm trying to rank up with. missions that send novice with and without shields after me. I want elite sent after me! don't get me wrong when I do meet an elite who want to kill me for the 18000cr galaxy wide bounty on me. he is usually clean , he fires then he is wanted . cool many thanx for the 200cr for killing him.
 
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I'm sure I read both mechanics are in play -
If you take on a mission ranked Elite then higher ranked players will be sent against you (if indeed any NPCs are actually sent)
However I am sure that I also read that random interdictions were tied to your ship size (If you are in the FDL for example you get Elite FDLs, FASs, Pythons etc but if in your Corvette you get the 'Condas).....and your combat rank, which had some other mechanism that if you were Elite in Trade / Exploration but only Dangerous say in combat, you would get NPCs up to Dangerous, plus one rank for your other ELite status.

That said, I am Dangerous/ Tycoon/ Pathfinder and I only get Deadly and Elite so something not write right somewhere...Still, not complaining.
 
WE NEED MORE POLLS [hotas]

too many polls and why! it makes sense keying it to rank rather than mission.

a bit more detail on me. my faction is the feds I am an admiral! 100% allied, I built this by killing empire npcs. I now want the cutter. to get it I need to be allied with the empire. to my thinking if an enemy like me killed 1000s of empire dogs. and all they send after me while in their territory is weak ships. I take a mission because I have a minus rep I have a lot of ranking up to do. low mission rank is all I can pick up at the moment. low mission rank mean low rank npcs sent after me. after all I have done to the empire I would think that they would send the best they have.. or even better they give a mission to a cmdr to take me out!
 
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I am elite.

Congratulations on grinding for many hours to get there.

As for the AI, for me its pretty challenging now. Before 2.1, it was often a duck shoot, with rare moments of challenge. 2.1 with the uber weapons was horrible. Once they fixed that, and dialed the AI back a bit, found i'm now getting a really good fight.

If you are finding it too easy, you are probably on the high end of the player skill bell curve, which is someone you will have to deal with, if afraid, unless FD can implement a system whereby they adjust the skill of the AI to the skill of the player.

Unfortunately, combat rack is not an indicator of player skill. Just an indicator of player persistence.
 
I have been told by the devs that is not keyed to rank its keyed to the mission. I think it should be keyed to my rank and not what mission I have taken.

AI are now factored based on combat rank versus other ranks. I can't quite recall the exact formula.

Elite missions theoretically should generate elite ships, but this has proven to be problematic, because not-elite commanders can elect to take them and the developer thoughtfully removed the natural gating this provided, without actually considering that 'Elite' combat ranking is entirely meaningless, or that sending Elite ships after 'harmless' commanders is going to potentially end in a bad time.

AI should actually be based on system security, mission rank, player status (eg: wanted) cargo type (eg: illicit) and other Faction and or BGS related factors. Because these are all actually predictable, and commanders can effectively gate their own experience, based on where they are and what they do.

Unfortunately this probably also requires commanders actively think and actively consider threat levels; which seems to be an ongoing problem, so commander rank as a key driver continues to be the outcome. It's also likely programatically more expensive than simply triggered on mission rank and commander rank. Less values to process for each encounter or some such.

This necessarily means genuine threat cannot exist. Because it's ultimately gated by a meaningless statistic. So for some the AI will be hopeless, others, considerably difficult. It will be very difficult to find a 'middle' ground whilst a meaningless statistic continues to be a major input factor. We have already seen what happens when the difficulty curve spikes.

And unless frontier decides to more adequately account for varying competencies by using the factors I have mentioned above to give commanders better control of situations, Thargoids are going to be a disappointment for a great many.
 
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*snip*...how to kill a great game. take on board what the winging masses want and ignore those (few) who like it hard! *snip*

"Fixed" it for you... ;) And I'd say there's the answer, why FD has to do it that way, to please the masses that bring in the money... right ?
So to say, "you" (the few ones) have to adapt on this and not the masses that want it rather light to medium... otherwise we'd need some kind of "difficulty selector per player"

My 2 ct
 
AI aren't weak or casual pushovers. There are some bugs which will be fixed in 2.2 (confirmed info), overall it is good basis for improvements.

They are certainly NO weaker than in 2.0.
 
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What have they done to Has Res? I spent a few hours in one last night, kept having to mode log to get an inwtance that wasn't just expert Cobra, DBX and a wing of Fed security (Why are they there?). It was all very reminiscent of the high red spawn game of pre Has, I'm stating to think mode switching is being put in as a illusion of choice.

Even after finding a good spawning Haz, you no longer get the wings of 3 Anacondas or FAS. Its all individual FDL, FGS and Pythons with the occasional Annie.
 
It also depends on which ship you fly or more the value of your ship. No one wants to get hunted from an elite Anaconda when hauling in a T-9. This would be only insta-death.
So to get more threatening enemie npc's just raise the valie of your ship like military grade composite. Than flying yourself something like anaconda or other bigs. This will present you some meaningful attackers when your insurance hit the 30+ mil ;)

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What have they done to Has Res? I spent a few hours in one last night, kept having to mode log to get an inwtance that wasn't just expert Cobra, DBX and a wing of Fed security (Why are they there?). It was all very reminiscent of the high red spawn game of pre Has, I'm stating to think mode switching is being put in as a illusion of choice.

Even after finding a good spawning Haz, you no longer get the wings of 3 Anacondas or FAS. Its all individual FDL, FGS and Pythons with the occasional Annie.

Have you really tryed the HAZ RES? Yesterday i have seen there a wing of 4 Anacondas. 1x elite 1x deadly 2x expert. I wasn't brave enough to attack them^^

Besides....in a HAZ RES you won't see any security :rolleyes:
You're on your own there.
 
"Fixed" it for you... ;) And I'd say there's the answer, why FD has to do it that way, to please the masses that bring in the money... right ?
So to say, "you" (the few ones) have to adapt on this and not the masses that want it rather light to medium... otherwise we'd need some kind of "difficulty selector per player"

My 2 ct

are you saying there is only a few like me COOL. no matter what game it is I always set it on the hardest level. because I get bored of repeating the same game once through. hardest level = harder learning curve. more fun, too me .

the option to increase difficulty in game would be good. that way everyone could play it how they liked. instead of putting up with how its setup by the devs
 
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