The game has become progressively less dangerous over the years. Certain types of people (sensitive ursas and a type of fathers) complain mightily on the forums and then Fdev caves creating the mess we have today.
Some of us like to play Elite Dangerous as Euro Truck Simulator in space. I don't even have weapons on my ships anymore. The game is big enough to accomodate both those that want challenging combat and those that just want to relax on a Friday evening in their awesome spaceship while delivering goods around the bubble. I for one hope that Elite always gives players the choice, I can't see how that makes the game worse.
OP - have you tried soloing a wing assassination mission?
I can't agree there...it all comes down to engineering. And it's not a bad thing. NPCs are stronger today than they have ever been (barring PA ammo bug for MCs), it's just that player strength has increased 1000% more. And THAT is partly due to the carebears and forumdads, but look, as an MMO, [noparse]EThe game has become progressively less dangerous over the years. Certain types of people (sensitive ursas and a type of fathers) complain mightily on the forums and then Fdev caves creating the mess we have today.
Actually... there was this one time... lasted about 2 weeks.... that they implemented a killer AI logic, combined with highly engineered ships, they kicked butt, it was wonderful. Even seasoned pros went from swatting AI ships left and right, to worrying about the next interdiction. Sadly.... they reversed it due to feedback.
Personally, I wish they bought it back, it was a wonderful time (Both in game and on the forums lol)![]()
…The trouble is they tried to cater to all by giving massive defense values, making fights take much longer, hypothetically to give explorers.traders more time to escape. …
What if you're not interested in assassination missions? What if you're not interested in Thargoids? Do we really have only two hopelessly consensual situations in the game where the player might be in danger of losing his ship, in this 400 billion stars galaxy? What happened to the idea that if you wanted to trade in lawless areas of space, you'd have to pick a Python or Anaconda because the Lakons just wouldn't cut it? Whinge, that's what happened to that idea.
Unfortunately the game fails to provide any reason to do that, right?1. Fill cargo with something valuable, gold for example
2. Find Pirate Activity POI thread 7 (most hard part)
3. Rebuy
Isinona actively hold himself back by his playstyle.The entire game never gets dangerous like it is now.
Combat zones are a real challenge even to a heavy enginnered ship.
Thargoids are very dangerous too, even the scouts can blow up a commander like insomia ( A commander that fly fa-off only).
What you describe is the game being difficult, because you still have to figure out various basic mechanics. If you have done that, what is left?I have reached novice rank in combat, no engineering at all. I get shot down still by any npc competent or higher. This past several months of reading forums I've been wondering where this 'I win, make 1billion credits in a week and rank everything to elite in less than a month' button is. I watch streamers, read various sites and try to learn more to get a better understanding of the game but I've yet to accomplish these miracles people keep claiming in these forums.
I fly with a keyboard and mouse, I don't use voice attack to simplify things, I don't own hotas or other controllers, and while I have plenty of time to play I have in all my accumulated time never had elite rank, more than 300 million credits total or found things to be so easy.
Where is this easy game everyone else is playing? yes, once I understood the mechanics of landing, I am able to land properly, I can approach my destination without bypassing it. I can evade those pesky pirates and sometimes I can even defeat them in combat, as long as the pirate is harmless. I as a still relatively new player haven't forgotten how confusing and massive everything seemed when I started. I don't think new players find it as simple as the forum elite implies it is.
There might be no end game in the classical meaning, but the game has to provide suitable content for all kind of ships and player skills up to a certain degree. But it does not, even against players. If you are in an unarmed Cutter with a modded 5A shield and G5DDs, you are very unlikely to die.End game.... such an out of place concept in this particular piece of software, there is no 'game' to end, no big boss level to culminate your progress through the ranks... The game has no end, not until the servers are switched off![]()
No, it doesn't have to provide anything of the such, step back and look at the game that you load from day one. The game leaves the player to make decisions, it is up to the player to provide their own content, virtue of their own imagination, outside of the rather vague mission system.There might be no end game in the classical meaning, but the game has to provide suitable content for all kind of ships and player skills up to a certain degree. But it does not, even against players. If you are in an unarmed Cutter with a modded 5A shield and G5DDs, you are very unlikely to die.
Your post seems like a weak excuse to not balance a game properly around the assets it uses. Games, especially classic computer games, which ED is strongly related to, are in general designed to become harder the more a player progresses. Thus those games maintain to provide a challenge for the player, because he is becoming more and more proficient while advancing through a game. ED provides more suitable ships unlocked by credits. So both the game and the player expands possibilities and means. Why would it now be any good for a game to become permanently easier after a certain amount of play time? I think it is a perfect recipe for a game to become boring quickly after said point has been reached by a player.No, it doesn't have to provide anything of the such, step back and look at the game that you load from day one. The game leaves the player to make decisions, it is up to the player to provide their own content, virtue of their own imagination, outside of the rather vague mission system.
What the game is, and what you may want it to be more often than not are diametrically opposed ideologies, it is not a 'classic' shoot-em-up with 'tiers' and end-level bosses, it is not a traditional RPG.... it is empty with story provided by the player.
Have you tried taking that cutter in an AX CZ? Choosing to 'die' may not be an option.
Even the generated or scripted (as you mentioned) NPCs based on the players rank are a joke most times. I mean, when even a wing of PvP players couldn't kill me in my half-engineered FAS, how could any NPC pose a threat to my ship at that time?No, it is pragmatic.
The game gives nothing as plot, difficulty 'progresses' in NPC interaction as the player gains rank, but that is it. There is no guided storyline/progression as in the majority of other games, just the player making their own decisions.
I remember the CGA games on the PC, real classics, and have played many genres since the 80's, including the original elite, my reasoning is fairly simple with ED, it is a great game, but it really isn't one where the player is provided with challenging gameplay, progression does not include any scripted increasing difficulty beyond the 'challenge' of NPC's.
Possibly this is why those who come from scripted difficulty play find ED so lacking, it just doesn't provide content to be challenging as part of its remit.
Due to me in some way?I don't get your reference to an interactive screen saver, but that isn't surprising![]()
This has always been my thinking as well. High Sec should feel safe, Anarchies should be very dangerous, with the other states falling in between these two extremes. Rewards should scale with system state - delivering to an Low Sec system should pay more than delivering to a High Sec system, for example.You're right that the game should be big enough to accomodate all tastes. We have security ratings for example, those would be the perfect organic separator between players wanting an easy-going experience and the rest... but of course even anarchies are just as safe for space truckers as high sec since it's impossible to lose an interdiction, and fitting your ship to survive against even Elite NPCs for the time it takes to highwake is trivial at best without even touching the Engineers.
Oh, and systems being invaded by Thargoids should be absolutely terrifying, like Resident Evil or something.
If I'm reading you correctly, then I agree. NPC challenge should not be based on the pilot's rank but rather a combination of the systems we are in and the missions we are running. Then again, isn't this what the game attempts to do? An Elite Pirate Assassination mission is going to generate much harder NPCs than a "Peddler" data courier mission. I'm hoping that when OP and others are complaining that the game is not dangerous, they are focusing on those Elite missions, CZs, AXCGs, etc, as the entire galaxy really should not be equally dangerous.Even the generated or scripted (as you mentioned) NPCs based on the players rank are a joke most times. I mean, when even a wing of PvP players couldn't kill me in my half-engineered FAS, how could any NPC pose a threat to my ship at that time?
But the issue doesn't have to be around tailored NPCs. Why not having regions of space with an actually noticeable change in thread level?