I tried to play the Witcher III on Blood & Broken Bones last night, and couldn't get past the first ghoul encounter with Vessimir.
Keep on it and in a week or two you'll tell us that it's easy.
I tried to play the Witcher III on Blood & Broken Bones last night, and couldn't get past the first ghoul encounter with Vessimir.
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.
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.
Players who don't feel challenged by a game rarely bother adding difficulty to it artificially. They just don't play.
Keep on it and in a week or two you'll tell us that it's easy.
I've only got to Skellige, but I found that to be the hardest bit of the game!
I bought onionhead and didn't get high.
And where is the suprise factor there, it 100% predictable!
Also aside from very rare high G planets ED space is aslyium room where you can't hurt yourself, the most safe enviroment in gaming history!
I tried to play the Witcher III on Blood & Broken Bones last night, and couldn't get past the first ghoul encounter with Vessimir.
Very high G planets become routine with thrusters mapped to an analogue control (down thrust in particular). There is a significant risk which can be mitigated with practice, just as with other aspects of the game. I do not complain that landing on high-G worlds is easy (I don't complain at all, I just accepted the challenge was optional).
What significant risk? Splatting full speed into a planet will take out your shield and that's about it. High G or not only increases the likelyhood you will mess up, but since the worst case scenario is not all that dangerous to begin with...
Yes. But that needn't involve making things harder for beginners.What I mean is: we are veterans. We play since a long time. We know our ships and outfits, we know how to handle things, we can predict NPCs. To really challenge us, things have to be upgraded a lot.
I hate to do this to you, but... you can breeze through WIII on death march just by spamming sidestep against mobs, and roll against big enemies :/
The worst case scenario is that you see the rebuy screen & lose the ship. You can play Ironman rules if you like, but not everyone would. Personally I try not to lose ships, another self imposed rule I suppose. If you are some distance from your respawn point you will be more careful than if you are just experimenting on the planet next door.
Yes. But that needn't involve making things harder for beginners.
Most veterans have got involved in hundreds of political conflicts, made - or should have made - lots of powerful enemies, and then keep doing more of the same. A wing of high-end NPCs showing up to try to kill a Triple Elite commander should be "Tuesday" for them, because so many people will have motivation.
A new player in their Sidewinder will not attract that sort of attention.
The game tries to simulate this with the scaling of certain opposition types to your rank ... the problem is that the high end ones still aren't that dangerous (or, more precisely, have easily exploitable weaknesses that someone with that level of experience will know about)
I've spent a fair amount of time in outbreak systems and never once caught space herpes.
There are plenty of games that force the player down a particular path through game limitations (ie it's not openworld). Some of these games might be brilliant at what they do but terrible if you want an openworld game.
The main issues with repairs is that people would self destruct in the old days as it was cheaper then repairing. Some modules are worth far more then the actual hull of the ship which is what created the issue.
NPCs can be dangerous enough when i want them to be.
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?
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 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.
I just accepted the challenge was optional
Global difficulty is bad....mmm kay. Everyone has different skill levels and the game should not be aimed at the top few% of skilled players. But FD should give that top% some things to do to stretch their gaming muscles...just don't bring everyone into it.
80's games were so hard because without the dificulty it would take people an hour (or less) to complete they were so small. Difficulty was the only tool devs had to pad the game length out. I don't want a return to the that. What I do want is intelligent difficulty scaling PER PLAYER. Failing that a simple link to rewards and difficulty could work despite Elite being an MMO hybrid. I cannot see why 100% difficulty get's 100% rewards and 50% difficulty gets 50% rewards. Better players get more rewards but less skilled players are not forced into no win situations.
There's NO one size fit's all for challenge.
It takes several instances of full speed collisions to destroy a ship.
Listen people... combat difficult is not the only kind of difficulty.
There are a lot of ways that this game could offer the player risk and challenge, and chooses not to. It is simply poor game design, one in which the "game" was designed to just let the player win all the time.
This game should "challenge" us to win every time we login. Whether that be by surviving, making money, gaining and losing reputations, running from 5-0, etc.