Griefers make open impossible, and how easy the solution is.

Craith

Volunteer Moderator
Most players "get gud" at Engineering and credit grinding, not piloting. There's plenty of challenge for those who are willing to give up their easy-mode ships :p

Anyway, the AI is fine, difficulty-wise. If griefers want more challenging NPCs, then buff the police - I'd be all for that!

This. People hunting traders in their fully specced G5 FDL or similar are not good pilots, they may have well made meta-ships copied from some online resource (exaggerating here). They are not here to help others git gud, they are here to kill easy targets for their own amusement and to collect the salt.

Improved police, but with a sensible update to the C&P to still allow piracy to work.
 
Neither did Ian Doncaster, he claimed PvE balancing is far more important. Said nothing about rebalancing them.

Then OK - but fixing things like skillbooster stacking, the canopy issue, premium ammo, packs and shadowrams (among others) surely wouldn't break the current PvE balance? I mean the NPC's are weak enough not to make it necessary to rely on these things in PvE?
 
This. People hunting traders in their fully specced G5 FDL or similar are not good pilots, they may have well made meta-ships copied from some online resource (exaggerating here). They are not here to help others git gud, they are here to kill easy targets for their own amusement and to collect the salt.

Improved police, but with a sensible update to the C&P to still allow piracy to work.
I've said it before, but the biggest anchor on C&P is that Piracy should be viable. If there was a clear line between the two so it was easier to define pirate versus somebody just blowing up ships, Crime and Punishment could be much more impactful.
 
And yet you can meet the "murdered" again in 5 minutes?
So you want to use the definition of murder outside of the game, but you want to keep the context of its application strictly applied to how the video game works and ignore the in-game mechanics that allow us to keep playing after ship destruction.

Congratulations, you've figured it out; you don't die in real life when you die in the game. You've nailed it.
 
.... things like skillbooster stacking, the canopy issue, premium ammo, packs and shadowrams (among others) surely wouldn't break the current PvE balance? I mean the NPC's are weak enough not to make it necessary to rely on these things in PvE?
Thank the Lord Braben! If I was forced to use premium ammo to win against NPCs, I would not bother. We already had one buff that turned NPCs into bullet sponges in CZs. This is the problem with Engineering and "stacks and packs" - it has little to do with piloting skill and everything to do with rock-paper-scissors-lizard-spock meta-building. If real life mirrored your logic, the hunters in my town would demand that deer be equipped with body armor so they'll have a reason to use armor-piercing rounds in their guns.

I sometimes wonder if Frontier regrets their implementation of Engineering and HRP / SCBs in hindsight... I sure do.
 
Play solo if you don't want to play with the Gitguds and Elitists.
But I'm an Elitist :(
Which frankly is myopic. Locking attackers out of systems further limits negative actions that destabilise system factions. By all means make sec response better (I've suggested many examples of that) but flat locking? Not going to work.
Not an indefinite lock. And not for a murder, or several murders. Locks for hours or a day for chainkilling.
 
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