This game needs to impose itself upon the player.

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The game would have to make a distinction - which I don't think it does at the moment - between populated anarchy systems and unpopulated systems which are also classed as anarchy. When I was playing as a non-combatant I might have tolerated being obliged to stay out of populated anarchy systems but I would not have been pleased at having to avoid unpopulated systems as well. I believe the phrase is "literally unplayable".

Unpopulated should just be tagged as simply that. Calling out the type of non-government is like when cracker companies point out that there's no sugar in a table cracker, when there's never been sugar in them anyway. The sign on the system door should just say Vacant.
 
Yes, but at present going to an Anarchy system is like taking a stroll in the park on a day where the weather may turn. If you are not prepared you may get inconvenienced. Anarchies could really do with being the place where law-abiding citizens run real danger of having a high likelihood of not leaving without a rebuy. Same goes for criminals in high security systems.

So, even if you're in a full G5 engineered murderboat, you could still have your butt handed to you if you're not actually good.

However this is just a combat and security zones thing.

Anarchy doesn't necessarily mean it has to be violent. All it really means is nobody is going to show up to help you out and there are no consequences for your actions other than those that can be imposed upon you.

If you drive through Compton do you always leave with bullet holes in your car?

Lastly, if something is that challenging for a G5 murderboat it's going to be impossible in a stock ship. So everything is relative.
 
Yes, but at present going to an Anarchy system is like taking a stroll in the park on a day where the weather may turn. If you are not prepared you may get inconvenienced. Anarchies could really do with being the place where law-abiding citizens run real danger of having a high likelihood of not leaving without a rebuy. Same goes for criminals in high security systems.

So, even if you're in a full G5 engineered murderboat, you could still have your butt handed to you if you're not actually good.

However this is just a combat and security zones thing.
Oh I disagree.

The system should be so immense that even finding another ship in your region should be a crapshoot. You should not be able to see ships flying around a star the size of the Sun unless you are right on top of them. These bright faerie lights that are presented as ships in supercruise make it far easier to spot prey than it should be, and far more difficult to remain undetected than it should be. Around stations though, there should really be no such thing as "running silent" because the station has to approve your docking request. Oddly, silent or not, they know you violated the docking agreement if you don't request it.

So I'd be all for having more aggressive AI if the system allow for scale instead of the joke of scale we have now where a ship's light signature drowns out a planet sitting behind it.

Easy button on ship spotting, but increased difficulty for prey. That's not balance.
 
Yes. Sadly every time that NPC's get beefed up, an especially vocal part of the community gets all antsy & demands the AI gets nerfed again. Its time that section of the community gets ignored in future updates. Just tie the average NPC competency & threat level to Security Level and-to a lesser extent-System State, & it should be fine. Don't want to deal with frequent interdiction by high level NPC's? Then stick to Medium & High Security Systems and/or don't carry valuable/illegal stuff on your ship ;).

There's something in what you say, but why should you be listened to and a section of the community you disagree with be ignored? We all have things we like to do (and things we don't want to do) in game. I hope FD will continue trying to cater to all tastes.
 
Anarchy doesn't necessarily mean it has to be violent. All it really means is nobody is going to show up to help you out and there are no consequences for your actions other than those that can be imposed upon you.

If you drive through Compton do you always leave with bullet holes in your car?

Lastly, if something is that challenging for a G5 murderboat it's going to be impossible in a stock ship. So everything is relative.

No idea about Compton. I'd have to google where that was.
Perhaps you are correct in that you could fly through an anarchy system and avoid places where another ship may be (i.e. near planets), and then not get accosted. Maybe there are pirate vessels waiting by the sun, by the drop in point. And yes, there's nobody to help out.

There is no problem with having systems like those too difficult for a stock ship. Why is there a mindset that says that you have an in-game right to fly through a system unmolested? Simple solution for people who don't have highly engineered ships, or the skills to use one well - don't go to those places. Or if you really want to, upskill until you can handle it.

You could apply such things to exploration too, with hazardous stellar phenomena. If you don't know how to handle your vessel while trying to take selfies around a black hole, expect to be destroyed. Or heavily damaged. To avoid, if you want selfies but haven't developed the skills yet? Do them further away where the gravitational gradient is less. Not so happy with your pics? Upskill then do it again.
 
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Oh I disagree.

The system should be so immense that even finding another ship in your region should be a crapshoot. You should not be able to see ships flying around a star the size of the Sun unless you are right on top of them. These bright faerie lights that are presented as ships in supercruise make it far easier to spot prey than it should be, and far more difficult to remain undetected than it should be. Around stations though, there should really be no such thing as "running silent" because the station has to approve your docking request. Oddly, silent or not, they know you violated the docking agreement if you don't request it.

So I'd be all for having more aggressive AI if the system allow for scale instead of the joke of scale we have now where a ship's light signature drowns out a planet sitting behind it.

Easy button on ship spotting, but increased difficulty for prey. That's not balance.

One word. Long range scanners. Technically that's three words but what the heck. I don't care for the firefly effect of ships in supercruise, it is what it is. Besides as "prey" you will be able to see everyone converging on your position. You have 15 seconds to log out, or jump away.

Another point. More competent AI only in places that demand it. As in, dangerous-to-travel systems or the police in high security systems. If you take a mission to assassinate a Mostly Harmless guy in a Sidewinder, they should be exactly that. And the pay should match. No need to make everyone ridiculously dangerous.
 
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For starters, though, I'd like to see a significant reduction in "needless" interdictions-by allowing ships to be scanned (via KW & Manifest Scanners) whilst still in Super-Cruise (with an ability for scanned pilots to be able to try and prevent scanning from being completed).

The likelihood of being scanned-by various NPC types-would depend greatly on System Security & System State. In Medium & Hi-Sec systems, you're much more likely to be only scanned by Bounty-Hunter & local law enforcement. In Low-Sec & Anarchy Systems, it is Pirates & other common criminals who are most likely to scan you. Either way, unless you have something specifically of interest to them, there is next to no chance that you will be interdicted-regardless of System State/Security.

That said, System Security level should effect the base # of scans-& resultant interdictions-you are likely to face, though I believe that Notoriety should be a pretty big deterrent to NPC's in Anarchy & Lo-Sec systems. It should also be a determinant in how difficult said interdictions are to evade.

As far as environmental dangers, I am all for that but-as much as possible-I'd like to see a "Risk Reward" system in place. For example, different types of stars should have different levels of "instability", meaning that their coronas could erupt at a moment's notice, causing severe damage to your ship (though these areas of instability could be ascertained via Surface Mapping, & a potential eruption would trigger alarms on your ship). The reward side of the scale would be that these regions of instability would allow for faster refueling via fuel scoops. Another potential "risk-reward" situation for stars could be that speed & angle of attack could effect scoop speed.......but at the risk of physical damage to the ship if you maneuver incorrectly.

I am sure other posters here could come up with other environmental risks that could be beneficial if used correctly by skilled players.
 
I wonder where HellaKitty is at. I'd like to hear her input on this topic.

I'm here. Took a short holiday from the forums because apparently people have a massive hard-on for reporting posts that tell the truth. What's new?

Anyway. *cracks knuckles*

Agreed 100% with your points. Kinda related: for the first time in quite a while I'm genuinely excited for the release of a video game. Sekiro comes out in two days and boy oh boy does it look like that game will impose itself upon you. You have to get good, learn from your mistakes and acquire then hone your skill-sets in order to first survive then progress. Elite: Dangerous could do with a double-shot of Miyazaki injecting into it.
 

Deleted member 115407

D
I'm here. Took a short holiday from the forums because apparently people have a massive hard-on for reporting posts that tell the truth. What's new?

Anyway. *cracks knuckles*

Agreed 100% with your points. Kinda related: for the first time in quite a while I'm genuinely excited for the release of a video game. Sekiro comes out in two days and boy oh boy does it look like that game will impose itself upon you. You have to get good, learn from your mistakes and acquire then hone your skill-sets in order to first survive then progress. Elite: Dangerous could do with a double-shot of Miyazaki injecting into it.

Ooh! I'll check it out!
 

Deleted member 115407

D
That said, System Security level should effect the base # of scans-& resultant interdictions-you are likely to face, though I believe that Notoriety should be a pretty big deterrent to NPC's in Anarchy & Lo-Sec systems. It should also be a determinant in how difficult said interdictions are to evade.

Interesting! I like that, Marc!
 
Interesting! I like that, Marc!

As interesting as this thread is, I feel like we've been here before, and like all the previous times it's purely academic, because Frontier isn't listening... IIRC, many of these same arguments were made during the "Focused Feedback" experiment for the new C&P, and look what we got instead....

:(
 
I'm here. Took a short holiday from the forums because apparently people have a massive hard-on for reporting posts that tell the truth. What's new?

Anyway. *cracks knuckles*

Agreed 100% with your points. Kinda related: for the first time in quite a while I'm genuinely excited for the release of a video game. Sekiro comes out in two days and boy oh boy does it look like that game will impose itself upon you. You have to get good, learn from your mistakes and acquire then hone your skill-sets in order to first survive then progress. Elite: Dangerous could do with a double-shot of Miyazaki injecting into it.

I'm a not so recovering Dark Souls addict. Had some pretty dank PvP going in DSIII last night, in fact. I totally agree with this sentiment--an infusion of From Software's touch into ED would be awesome.
 
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ED needs to be like cheese on toast.

Sometimes when you eat it, the cheese is acceptably melted and you enjoy the snack.

But, sometimes the cheese is so mouth scaldingly hot you desperately flail about in a blind, molten panic.

ED needs more hot molten cheese moments, where you panic and go to muscle memory. The Gnosis Extermination Event was one fine example of this, where what you knew was ripped apart and it all went sideways.

cheese_on_toast.jpg
 

Deleted member 115407

D
ED needs to be like cheese on toast.

Sometimes when you eat it, the cheese is acceptably melted and you enjoy the snack.

But, sometimes the cheese is so mouth scaldingly hot you desperately flail about in a blind, molten panic.

ED needs more hot molten cheese moments, where you panic and go to muscle memory. The Gnosis Extermination Event was one fine example of this, where what you knew was ripped apart and it all went sideways.

Nice analogy. I agree.
 
ED needs to be like cheese on toast.

Sometimes when you eat it, the cheese is acceptably melted and you enjoy the snack.

But, sometimes the cheese is so mouth scaldingly hot you desperately flail about in a blind, molten panic.

ED needs more hot molten cheese moments, where you panic and go to muscle memory. The Gnosis Extermination Event was one fine example of this, where what you knew was ripped apart and it all went sideways.

As Hellakitty brought up, that's what's so awesome about From Software's work. In ED, the only thing that gives you that feeling is another player or 4.
 
ED needs to be like cheese on toast.

Sometimes when you eat it, the cheese is acceptably melted and you enjoy the snack.

But, sometimes the cheese is so mouth scaldingly hot you desperately flail about in a blind, molten panic.

ED needs more hot molten cheese moments, where you panic and go to muscle memory. The Gnosis Extermination Event was one fine example of this, where what you knew was ripped apart and it all went sideways.

I'm not sure about you but I don't like to have my mouth burnt, it has happened to me while drinking tea.
 
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If this is about having fun in this game then I agree. It should be fun. Unfortunately, fun is very specific and only relevant, or relative to each individual playing.
 
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If this is about having fun in this game then I agree. It should be fun. Unfortunately, fun is very specific and only relevant, or relative to each individual playing.

That's why the best time to apply your subjective preferences is pre-purchase.

Apparently its quite common now to buy pretty much at random then demand the game be immediately altered to suit your own preconceptions of what it should have been.
 
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