Elite not very dangerous ?

AH here we go again with the dumbest rejoinder in the world. Thanks for zero insight.

Thanks for failing to respect an opinion that differs from your own and instead just going straight for the insults.

I'll keep that in mind next time you have an opinion and how much respect i should give yours.
 
I don't mean to complain … but … is it me, or is Elite Dangerous now, not very dangerous at all?

It would be nice if the danger came to me sometimes :)

Currently one of my favourite mission techniques is to stack a lot of pirate assassination missions, as this forces a lot of random(ish) pirate encounters. But this only works if I plan on going to the systems where those missions are based.
add danger to dangerous..lol.. you could add some extra spice, by adding some nice fat looking cargo to your hold. ;)
 
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Its as dangerous as you want it to be.

If you insist on flying a fully engineered top end ship, then it probably won't be that hard.

NPC griefers as you put it already exist. Take trade missions with the description that you might be attacked and you will get them.

If you want more difficult targets, go take on Thargoids. Although as i understand it they are not that hard once you undertand how to take them down.
That's the problem; once you understand "how to take them on" no aspect of PvE content is even close to being considered difficult. Artificially gimping yourself in order to simulate a challenge is like saying "Just throw 50%-70% of the game out the window." There should be zones and situations of increased difficulty despite the player being fully engineered. Personally, I think situations where the NPC's have access to g5 weapons and modules and special effects is a no brainer, but as others have pointed out putting some thought into interesting tactics and scenarios could be fun, too. I got into combat for the first time when the 2.1 update released, and within two weeks of you guys forcing Fdev to nerf the 2.1 NPC's and setting up such a fuss that they would never be brought back or given proper tools to compete with players, I already mastered defeating them, and that's coming from being a non-combat oriented explorer with no experience. All that's happened in the years since then is the difference between players and NPC's growing and growing.

If mediocrity is all Frontier is willing to deliver on this front, then so be it, but I personally think that we should expect more from them. I certainly don't see reveling in it as some of you are want to do.
 
the most dangerous thing in ED is forgetting to ask docking permission
Fly into a station
Alarms

proxy.duckduckgo.com(86).jpg
 
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That's the problem; once you understand "how to take them on" no aspect of PvE content is even close to being considered difficult. Artificially gimping yourself in order to simulate a challenge is like saying "Just throw 50%-70% of the game out the window." There should be zones and situations of increased difficulty despite the player being fully engineered. Personally, I think situations where the NPC's have access to g5 weapons and modules and special effects is a no brainer, but as others have pointed out putting some thought into interesting tactics and scenarios could be fun, too. I got into combat for the first time when the 2.1 update released, and within two weeks of you guys forcing Fdev to nerf the 2.1 NPC's and setting up such a fuss that they would never be brought back or given proper tools to compete with players, I already mastered defeating them, and that's coming from being a non-combat oriented explorer with no experience. All that's happened in the years since then is the difference between players and NPC's growing and growing.

If mediocrity is all Frontier is willing to deliver on this front, then so be it, but I personally think that we should expect more from them. I certainly don't see reveling in it as some of you are want to do.

I agree, there could be more dangerous foes out there to fight. I think Thargoids were an attempt at this, but then people discovered meta on how to take them down, and bam, people say they are easy.

However, not everyone appreciates or wants "dangerous" gameplay like some want, so such scenarios should always be linked to risk/reward and not just thrown randomly in your face, like what happened with 2.1.

Unfortunately FD only seem to be able to add bullet sponges as a way of increasing difficultly, which for me was a negative in terms of combat zones. I used to enjoy the challenge of doing CZ in my CM4, but had to scratch that when it became just too much of a slog to take down enemies.

EDIT: actually, in a way, you also note the problem with more difficult enemies. You said you had "mastered" the 2.1 enemies, not being a combat specialist, so, either you are amazingly talented or people can always find a way to make things easy, and then will be back to square 1 demanding even more difficult enemies.

However, demands like this make me think, once again, is it time for FD to split the servers? A separate open only, god mode NPCs, for those who want Elite: Dangerous, and let them wallow in their tumescent epeens over how amazing they are, and just regular Elite: Dangerous for those who just want to chill.
 
An other problem with more dangerous NPCs is, that the abilities of players differ. The ability, not the skill. It's easily ignored or forgotten that not everybody is able to achieve the same skill level as oneself. No matter how much one might train, try and practice. There is a lot of room for improvement, but at some point a player simply reaches the limit of what they can do.

No matter how difficult, hard and challenging NPCs or the whole game is made, there will always be players who are much better and players who are much worse than oneself. And sadly over time while getting older there will be more and more players who are better.

That's why many single player games have not one or two difficulty settings, but 4 and more.

Edit: Game designers often solve this by moving the difficulty from direct "biological" skills (reaction speed, hand-eye coordination…) to more mental skills - skill trees for the character and gear based combat requiring the ability to understand the mechanics of the combat/skill-tree system. But that just moves the problem form one aspect to an other - not everybody has the same mental abilities. (But that can be mitigated a bit by "feature of the week" meta builds)
 
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sollisb

Banned
There should not be anything I can do to make activities that should carry risk, essentially risk free, but the opposite is the case. My CMDR should have a lot of powerful enemies by now, to the point things should be very difficult for him, even if I'm trying my absolute best, with all the resources at his command, to mitigate those risks.



I don't want S&G to be the be all of 'challenge' and it still wouldn't introduce any risk. Handicapping myself then looking for trouble is precisely the opposite of what I'm looking for.

I hear what you're saying, but it's not how it is, or should work.

To use an example of other MMOs;

Warcraft: It'd be like a L120 going back to run a newbie through the deadmines. The L120 just cannot be killed by anything in the newbie deadmines.
Everquest: L90 guilds running Time/Quarm as fodder for their new members to loot up.

There will, and always should be a progression built into any game with player scaling. Or, in our case, ship scaling. That is to say, if you pay your 1.6bn and engineer the cutter up the wazoo, there should be somewhere to bring it where it has a challenge. Bringing it to newbs land is not the answer. Nor is making newbs land tougher, as it is there for the newbs. Newbs/ship interchangable.

I've said from day one, that Frontier designed this wrong. Frontier just don't do 'balance'.

o7
 
This discussion seems to have gone OT a little. I did try to clarify my original point here, but it doesn't look like some folks have gotten much past the first post :p

In essence: my point was more around having to find the danger, rather than it coming to find me.

The only analogy I can think of is this: if I gave someone a knife, and then told them to meet me on a certain street corner at a certain time, to test my skills at defending myself - no matter how I try to put it out of my head, I will come mentally prepared for that fight.

What I would love with Elite Dangerous (if they could work it out, so not to off all the casual players who just want to truck back and forth) is if there were more random attacks. Especially if I have been doing actions that have hurt my standing with one or more factions, or had to cross through an area of space that was overrun by pirates.

For me, that would add a bit more thrill back into the game ...
 
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sollisb

Banned
This discussion seems to have gone OT a little. I did try to clarify my original point here, but it doesn't look like some folks have gotten much past the first post :p

In essence: my point was more around having to find the danger, rather than it coming to find me.

The only analogy I can think of is this: if I gave someone a knife, and then told them to meet me on a certain street corner at a certain time, to test my skills at defending myself - no matter how I try to put it out of my head, I will come mentally prepared for that fight.

What I would love with Elite Dangerous (if they could work it out, so not to off all the casual players who just want to truck back and forth) is if there were more random attacks. Especially if I have been doing actions that have hurt my standing with one or more factions, or had to cross through an area of space that was overrun by pirates.

For me, that would add a bit more thrill back into the game ...

I guess they could add it to power play. Opposing factions will send uber-NPC ships/wings and attack any players flying the flag of a faction?

So if you're say flying the flag of AD, then opposing factions would send a constant stream of full on engineered NPCs to repeatedly attack you.

Anyone not flying a faction flag would be ignored by the NPCs.
 
Who's more skilful the dude who runs out of fuel or the one who doesn't ?.

This questions doesn't make any sense. Running out of fuel has nothing to do with skill. Maybe it has something to do with stupidity because someone was just forgetting to refuel but there is no skill factor in that.
 
This questions doesn't make any sense. Running out of fuel has nothing to do with skill. Maybe it has something to do with stupidity because someone was just forgetting to refuel but there is no skill factor in that.

Running out of fuel shows a lack of preparedness and resource management, both of which are just as much skills as flying, properly equipping a ship or setting power priorities.
 
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