Things that should get touched in 2.2 since it's apprently a 'really big update'

I agree with everything else but the npc difficulty. NPC difficulty is fine, they need to just add more npc strategies. Every npc have same strategy elite or harmless all act same and do same maneuvers and use same weapons. Add variety to npc behavior not dificulty. Also the npc spawning system is really bad. If you can kill npc and see same one spawn 5 s later (same name, rank, ship, load out and type of npc) or instantly after mission update that tells someone is after you the npc spawn right behind you something is wrong.

Agree with this, but with one caveat.
When the game spawns multiple NPC's (wings) against you, often as a part of a mission, stacked with heat weapons, the result is too often player death with no other outcome possible, even when I try to run immediately. There is room for some balancing here.
 
+ for some persistence in game.
+ for NPCs tied to security level of the system. The lower the sec level, the higher the rank of the NPCs. Dangerous and up, ranked NPCs with modded weapons and modules too. We need that dangerous factor in low security systems.

In to the low security systems the bounties have to be x2 or more. It is dangerous world right? So it have to be profitable to go to low sec system and start bounty hunting. :)

In low security systems some commodities have to be much more valuable (high priced) in my opinion, so the traders can go there, risking their ship/life and do some profit. This will lead to creating player wings and securing cargo runs. In to low sec systems we can and must have interdictions from pirates in wings. 2 or more ships with dangerous or higher rank. This will be fun and will make playing the game much more enjoyable.
 
a big update.....lol...the way FD went on about this gamescom.....saying were going to getour faces melted off with the amazing stuff they are going to show.

all we saw was already existing mechanics with more txt and fancy pics attatched.


big news to me would have been the announcement of real game mechanics like FPS/walking around........being able to live in the game world they are creating.
but no......same old gameplay....different txt.


I said SLF would work just like launching a dam srv...and it does.....black transition screen lol....


why no complaints from peeps moaning about instant srv entering?......why don't FD make a loading animation where we see the pilot get out of chair and go down to the srv?....why are they taking this easy approach.

this game seriously needs to get rid of these place holder game mechanics....surely that's what they are?...this isn't how its always going to be is it lads?


when are they going to make this into a modern game?...with features we expect in video games/sims


theres probably indy devs out there that could have hobbled together what we have now......and done it in under 6 months.


there is no hard animations to program...no voice overs...no npc characters that we actually meet and converse with....

its all just txt and imagination....


looks like im falling off the wagon again.....lol



im going to be waiting forever for FD to make the cool stuff....that's if they still see this game as viable enough to keep making money.
 
Kaim, i can see where you are coming from on some of the points and in agreement on some of the points as well.

However....

3. NPCs

It starts to get annoying for me as well, Frontier, but do-something. The Elite Federal Gunship easily loses to my C4F Pulse Laser and my C2S Missiles. I have D drives unmodded and around 1000 MJs shields and fight against an Elite FGS that is just hungry for this SINGLE Micro Controller in my cargo hold worth around a thousand credits maybe. Heck, even the fuel costs would be higher.

I think we all agree here, all the community plus you, Frontier, that Elite: Dangerous's NPCs have major flaws.


Sorry, but for me an Elite FGS is nightmare incarnate. Maybe easy for you, not so easy for me. Keep in mind, FD need to balance for the widest range of players possible, and i hope i'm not on the lowest end of the skill tier!

The new NPCs are damn fine, and quite nasty for some of us. If FD raise the skill level, that would mean for a % us, we would be reduced to avoiding combat a lot more, just as even now, there are CMDRs out there that cannot handle the current skill level of the NPCs.

As for this:

!!Listen to the community!!
And don't only listen, do what the community says .. atleast to some degree.

Yeah, in general, of course they do listen. But DO what the community says? Are you bonkers? The community can't agree on anything! They would go mad trying to do so.

You remember when FD did listen to the community? Remember the AI difficult that you just happened to mention wanting making better? Yeah, well, it was made easier based on feedback from the community.

In other words, i can only interpret what you are saying here is: FD make the changes the community requests which i agree with, and don't make the changes i don't agree with.

Sorry if you don't like that, but that's pretty much how it looks from here.
 
Engineers pretty much broke the game balance, period. In my opinion, it should have been the last thing added to the game (meaning 8 years from now!). Would have preferred something that actually added gameplay, new mission types or more ships!
 
Engineers pretty much broke the game balance, period. In my opinion, it should have been the last thing added to the game (meaning 8 years from now!). Would have preferred something that actually added gameplay, new mission types or more ships!

More ships are regularly added, and you can only go so far with adding new ships, especially as each new ship adds new opportunities for adding imbalance.

New missions regularly come as well.

There are other areas though they could be adding which might have been more pleasing... but keep in mind, crafting was called for regularly over the previous season. FD delivered.... although perhaps not in the way many people imagined.
 
The whole point of having to "farm" rare materials is because they're exactly that - rare. You're supposed to feel like you've EARNED that level 5 Engineer upgrade. If the rarer materials were really easy to come across it would contradict their purpose and go against the lore.

Personally, I don't mind having to wait a while to gather the materials I need because it feels more rewarding when you finally do find them and get that sweet upgrade.

totally agree with this
 
Yes FD, listen

!!Listen to the community!!
And don't only listen, do what the community says .. atleast to some degree.




Yes I agree, this point in particular. Why oh why didn't FD put (for example) instant ship transfers out to a poll? it seems ludicrous to me that ignoring a passionate player base with (sometimes) brilliant ideas are ignored.
All we were good for was to nominate tourist locations, shocking.
 
Okay just a quick thought. Now it's thermal cascade which is the biggest issue in heat weapons yes?

What if instead of giving you lots of heat thermal cascade missiles coated you with insulating gunk that shut off your radiators for a time. So our still plays into being a heart weapon but now it's not stack to win and is countered better by low heat builds as they don't care out their radiators shut off.

Just an idea on a more interesting implementation. Thoughts?
 
It would be nice to put the interdiction mechanic back to where it was before 2.1.

Not talking the number of interdictions but the chances of actually evading them. At present it seems very heavily skewed in favour of the interdictor.
 
My personal views:

In terms of Weapon Special Effects, I personally feel they need to go the whole hog and *only* make them available as a "Favour"-on top of the primary effect you are already going for. They should also *require* a rarer/higher quality of material than the regular upgrade demands.

Speaking of rarity/quality, the blueprints-especially levels 3 to 5-should leave open the option for commanders to offer up rarer/higher quality materials in return for a better upgrade outcome.

Likewise, repeat upgrades of a specific ship/module by the same Engineer should yield a bonus on the upgrade roll

I also think we should be able to "call in a favour" to get minor improvements to our upgrades.

As for material farming, I am OK with the RNG element, but do believe that various scanners already in game should be able to give commanders a heads-up of roughly what kind of materials they can expect-like discovery scanners for emissions signals, KWS's for ships & wave scanners for surface materials.
 
While what you say is true... you talking about this will probably just lead to your thread being closed by the mods. Anytime anyone has spoken up about all these things the thread seems to get locked within a day or so.

Not true, why are you just making this up? There's dozens of threads about this stuff. Really.
 
Yes I agree, this point in particular. Why oh why didn't FD put (for example) instant ship transfers out to a poll?

Because it wasn't up for discussion. As FD said, their main reason for not including a delay were due to time and financial constraints. You can't vote away things like that. All you might have been able to vote for then would have been either instant ship transfers or NO ship transfers. Looking at the poll results from the other thread, i guess the voting would have been in favour of instant transfers then.

Welcome to the tyranny of the masses :D
 
It would be nice to put the interdiction mechanic back to where it was before 2.1.

Not talking the number of interdictions but the chances of actually evading them. At present it seems very heavily skewed in favour of the interdictor.

Ugh no... i want the interdiction mechanic back to where it was about 1.3 IIRC.
 
Yes I agree, this point in particular. Why oh why didn't FD put (for example) instant ship transfers out to a poll? it seems ludicrous to me that ignoring a passionate player base with (sometimes) brilliant ideas are ignored.
All we were good for was to nominate tourist locations, shocking.

We've seen the results of polls on that topic and the solution is about as clear as mud, unfortunately.
 
While what you say is true... you talking about this will probably just lead to your thread being closed by the mods. Anytime anyone has spoken up about all these things the thread seems to get locked within a day or so.

Moderator here, posting in thread... not locking.
 
Because it wasn't up for discussion. As FD said, their main reason for not including a delay were due to time and financial constraints. You can't vote away things like that. All you might have been able to vote for then would have been either instant ship transfers or NO ship transfers. Looking at the poll results from the other thread, i guess the voting would have been in favour of instant transfers then.

Welcome to the tyranny of the masses :D

It was, but it was also clear that from those who voted that there was no agreement on how long people should wait for the transfer.
 
I have to say after playing for a few months the long distance travel gameplay is wearing thin. There is only so many times you can plot > jump > scan > jump > scoop > jump etc to your destination before it gets very dull and repetitive. I'd really like to see (even need now) a simple autopilot that can take off - fly your route until you run low on fuel or are interrupted by an event like interdiction.
 
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It would be nice to put the interdiction mechanic back to where it was before 2.1.

Not talking the number of interdictions but the chances of actually evading them. At present it seems very heavily skewed in favour of the interdictor.

...what? The very few I don't evade I can submit to and be back in SC before I even take a hit to my shields. The current AI is terrible.
 
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