This game needs to impose itself upon the player.

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I don't own an Anaconda either.

But I see your point. And my point is that once the beginner gits marginally gud at combat and survival, the game ceases to impose any risk upon the player whatsoever. They are effectively free to just fly around the galaxy in god mode, bending all things to their whim.

The situation you are describing is where my path changes from yours. You practised and experimented until you were able to defeat any (NPC) foe, and essentially now complain that there are no more mountains to conquer.

I have played for years and thousands of hours but do not use so much as a notepad. I miss out of gold-rushes, I didn't habitually board flip, I don't instance swap to get a 'good' instance, I just play the game & come what may. I don't fly ships with massive shields because that's boring, I regularly fly a T-9 now because (as someone alluded to earlier) mission stacking in a T-9 is engaging in a way that doing it in a trader Cutter just isn't (although the Cutter has other benefits, against players that lack their own self-restraint for example).

I think the situation can be improved, but I don't think it can ever be perfect because different players play in different ways and their 'needs' are just as important as yours.
 
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"Dangerous" in Elite Dangerous is irony!
This is the game with safest and most predictable gameplay enviroment i've ever played.
Solitaire has more danger in it!

Pirates, enemy ships and Goids should attack without being provoked.....anarchy systems should be deadly!
Space enviroment should be more fatal, like black holes and neutron stars or stars at all.
Danger should be present all over the galaxy!
Taking away pvp for which i don't have time to grind engineers that takes away skills factor, this game is for skilless scared "ppl" regarding challenge.

And some call it space sim, more like space Sims!
 
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Well, in my version of the game you could just fly around in High and Medium sec space relatively carefree.

And you're focusing too much on the "combat" aspect. I'm talking about the game imposing risk in general.

This is a good example of there being an opportunity to ramp up the threat. Populated Anarchy systems can be avoided or sought out, there is scope to make them challenging environments.
 
OP is right though, once you get the 'hang' of this game, the galaxy settles into a relatively calm place to fly, interrupted by the occasional tense moment when either (a) you make a mistake, or (b) someone or something else makes a deliberate attempt to interact with you, or of course (c) when you make a deliberate interaction against someone or something.

If it is sharpened up, it becomes a hard place to fly for many newcomers or those who specialize in exploration, not combat, or combat not exploration , and so on.

I really think the only way for FD to solve the balance problem that some feel is to grade Elite with "easier mode" and "less easy mode" and I can't see them doing that because it's so hard for them to get one mode right !

But there are areas where it can be improved: Anarchy areas should be toughened up and made more anarchic .... you never know what to expect when you enter ... ships are tougher, trade profit is more random, factions are more demanding. There's room for improvement here alone that could go a long way to satisfying the needs of players at OP's level.
 
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Deleted member 115407

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OP. Same thing with every game I'm afraid. Once you get past the initial learning curve, most games become trivial and can be beaten on the hardest difficulty with ease.

This is generally true, yes. But most games (especially single player) have the luxury of having player set difficulty settings.

Unfortunately Elite doesn't have that, so from a "combat" perspective, the galaxy should offer a range of environments that provide both safety and risk for everyone alike.

Again though, I would rather people not focus on "combat" risk - as there are other parts of this game that can impose risk as well.
 

Deleted member 115407

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OP is right though, once you get the 'hang' of this game, the galaxy settles into a relatively calm place to fly, interrupted by the occasional tense moment when either (a) you make a mistake, or (b) someone or something else makes a deliberate attempt to interact with you, or of course (c) when you make a deliberate interaction against someone or something.

If it is sharpened up, it becomes a hard place to fly for many newcomers or those who specialize in exploration, not combat, or combat not exploration , and so on.

I really think the only way for FD to solve the balance problem that some feel is to grade Elite with "easier mode" and "less easy mode" and I can't see them doing that because it's so hard for them to get one mode right !

But there are areas where it can be improved: Anarchy areas should be toughened up and made more anarchic .... you never know what to expect when you enter ... ships are tougher, trade profit is more random, factions are more demanding. There's room for improvement here alone that could go a long way to satisfying the needs of players at OP's level.

Yeah, Anarchies and High Secs should be polar opposites of each other. When I'm wanted in a High Sec jurisdiction, I should expect that entering that jurisdiction should be a like a top-ten most wanted dude walking out into the middle of a policemen's parade.
 
Yep, ED is basically a huge cuddle party in space.

And it is my belief, If the game itself was way harsher to the players, way less people would complain about occasionally losing a ship in PvP.
 
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Thanks
If it is sharpened up, it becomes a hard place to fly for many newcomers or those who specialize in exploration, not combat, or combat not exploration , and so on.

The game already auto levels the difficulty based on your ranks, ship, build, and actual recent demonstrated flying ability. So it's not a big stretch to extend the difficulty curve by making the galaxy impose itself more on experienced players while leaving it safer for newer players.

But even though that is one way ease the learning curve, I think that bulldozing a path to make it safer for newcomers is a mistake. There is a huge market for challenging games that actually expect their players to step up to the curve. This is partly because players are nostalgic for older 80s style games where having a high score actually meant something, and partly as a backlash by maturing gamers who are aging out of a market that is constant handholding because of games that are designed to be played by children. Meanwhile the average Elite CMDR is roughly 40 years old.
 
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Ability in the game will be a normal distribution,i.e bell curve, it will always be nigh impossible to keep everyone happy in a shared universe.
Those at the far right of the graph are going to find it too easy when us mere mortals in the hump still struggle, thargoids blew me to bits yesterday!
The fact is the majority of players are in the middle of the skill graph and the effort/time graph. It would be daft of FDEV to pitch it mainly at those who have honned their skills to perfection and invested in engineering and guardianificationiing their ships to god-mode.

All that said I agree that a step towards differentiation would be to make anarcy and high sec really mean someting, so players make a choice about challange and reward.
The really hard stuff like thargoids has to remain strickly 'opt in' otherwise it just becomes 'RNG you blow up sometimes with no control' for the majority of players which would kill the game.
 

Deleted member 115407

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Ability in the game will be a normal distribution,i.e bell curve, it will always be nigh impossible to keep everyone happy in a shared universe.
Those at the far right of the graph are going to find it too easy when us mere mortals in the hump still struggle, thargoids blew me to bits yesterday!
The fact is the majority of players are in the middle of the skill graph and the effort/time graph. It would be daft of FDEV to pitch it mainly at those who have honned their skills to perfection and invested in engineering and guardianificationiing their ships to god-mode.

All that said I agree that a step towards differentiation would be to make anarcy and high sec really mean someting, so players make a choice about challange and reward.
The really hard stuff like thargoids has to remain strickly 'opt in' otherwise it just becomes 'RNG you blow up sometimes with no control' for the majority of players which would kill the game.

Again, you're focusing too much on combat risk. Combat is one type of risk. What are some other risks that you can imagine the player having to mitigate?

Yeah, well isn't that most any game if you begin boiling down stuff?

I tried to play the Witcher III on Blood & Broken Bones last night, and couldn't get past the first ghoul encounter with Vessimir.
 
The game can be made difficult as you want it to be. You can kill a harmless Sidewinder or try solo a Medusa flying an Imperial Eagle.

Better of doing that than putting people off the game because it's too difficult.
 
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Deleted member 115407

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The game can be made difficult as you want it to be. You can kill a harmless Sidewinder or try solo a Medusa flying an Imperial Eagle.

Better of doing that than putting people off the game because it's too difficult.

I can spend all day jumping off of the Horseshoe Overlook in RDR2. That doesn't make "the game" challenging, though.
 
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So to elaborate a bit on my laconic answer earlier:

On collisions:
Flying even the biggest and most cumbersome ship is trivial, since you only have to keep track of your speed vector and where your ship is pointing. Planets only add another vector to the equation, nothing particularly difficult. Why is it, then, that for such a simple activity, the game punishes us so little for collisions? Whether it be colliding with the back of the station or with the ground, a full speed collision should send you to the rebuy screen. Instead, it will typically take one or two rings off your shield, with no lasting consequences. In my mind, if you fail at a simple task, surely you should get a proper slap.

On interdictions and the general level of threat in supercruise:
NPC interdictions are broken. It takes either a bug or a player particularly engrossed with whatever it is they are watching on the second monitor to fail an interdiction against an NPC. And in the unlikely event that you actually try and fail your way throug hthe interdiction minigame...you can always submit before it's over and high-wake out. No pirate is going to seriously dent the shield of even a properly fitted Type-7. And if like me you're a pirate, you have long since stopped caring about the authorities too. We need more ATR-level NPCs offering a semblance of threat, because those are the only ones that can actually kill a player who at least tries to survive (and that's from a player who doesn't use Engineers and doesn't fly big ships) . And by that, I mean we also need pirates and bounty hunters NPCs sporting this sort of firepower, just about everywhere where it makes sense to have those.

On sentries:
Whoever actually needs to put in any effort when they come across those POIs with 3-4 sentries guarding some cargo pods on planet surfaces?? Usually they all die before they can even react and open fire. And considering how weak their weapons are and how dumb they are when you have terrain to hide behind... why even have them?

On smuggling:
Sandro described how NPCs can visually spot the player, allowing you to actually sneak inside stations unnoticed by reducing your emissions and avoiding their cone of vision. He also revealed ships have a conspicuous rating, making the police less likely to scan some ships... but what is the point of all of that when police NPCs simply can't react in time to the player flying straight in at ~250m/s, which even a Type 9 can easily achieve? It feels like such a waste to have these stealth elements go to waste because you can, without much skill needed, just power through and not care about any of that. And of course, the consequences are trivial: fines are a little bit more of a pain with the new C&P (barely), but clearly not enough to justify how much you need to mess up to let yourself be scanned.

Bounties?
Bounties still barely register in my gameplay. Police NPCs in normal space are too slow to react, and lack the teeth to do anything about your bounty anyway, even (or particularly) around stations. And in Supercruise, of course they rely on the broken interdiction mechanics so you never have to fear them there.

The game can be made difficult as you want it to be. You can kill a harmless Sidewinder or try solo a Medusa flying an Imperial Eagle.

Better of doing that than putting people off the game because it's too difficult.

Players who don't feel challenged by a game rarely bother adding difficulty to it artificially. They just don't play.
 
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