'Attack of the AI' III

How is the AI for you in 2.1.02?

  • I'm too young to die! (Waaay too easy)

    Votes: 25 3.1%
  • Hey' not too rough (Too easy)

    Votes: 89 11.2%
  • Hurt me plenty (About right)

    Votes: 365 46.0%
  • Ultra-Voilence (Too hard)

    Votes: 231 29.1%
  • Nightmare! (Waaay too hard)

    Votes: 84 10.6%

  • Total voters
    794
  • Poll closed .
15 seconds is forever when enemies are able to destroy you in 10 seconds.

Shields. You need decent shields.

If you're in a large ship, you have no excuses.

If you're in a small ship, use its maneuverability by trying to get behind your enemy whilst your FSD charges.
 
Can that alone be considered conclusive proof? Much more is reset than just Combat Rank when a commander is reset....

Besides, if combat raking is not adaptive, but additive, you will ultimately end up in a position where you can win against nothing not matter what you do. In the end, you have to stop playing... or reset your save.
 

Robert Maynard

Volunteer Moderator
Besides, if combat raking is not adaptive, but additive, you will ultimately end up in a position where you can win against nothing not matter what you do. In the end, you have to stop playing... or reset your save.

At Deadly, Expert kills count as 0.25 of a kill - so, even if a player can only ever defeat AI up to Expert, they will (eventually) reach Elite: Combat rating.
 
At Deadly, Expert kills count as 0.25 of a kill - so, even if a player can only ever defeat AI up to Expert, they will (eventually) reach Elite: Combat rating.

I get that. But if the AI that is sent against you is a reflection of your combat rank, then having an Elite rating will mean that you are more likely to meet much higher ratings than you can manage... which in turn is what the problem for many people is now that AI has been ramped up. The Ranking is not adaptive and never reduces back to a level you can handle.
 

Robert Maynard

Volunteer Moderator
I get that. But if the AI that is sent against you is a reflection of your combat rank, then having an Elite rating will mean that you are more likely to meet much higher ratings than you can manage... which in turn is what the problem for many people is now that AI has been ramped up. The Ranking is not adaptive and never reduces back to a level you can handle.

As Combat Rank is probably more of an indication of time played rather than combat skill, I would hope that the game is not reliant solely on combat rank in determining the threat level of NPCs it sends against us.
 
As Combat Rank is probably more of an indication of time played rather than combat skill, I would hope that the game is not reliant solely on combat rank in determining the threat level of NPCs it sends against us.
I reckon that having added up all the evidence that's come in it seems it might rely on it a little too much, and is over-egging the NPC pudding a tad.

I left the bubble still running at >95% of attackers at 2 ranks or more above me and rarely carried any cargo. A little too zealous, a little too precogniscent and skilled - random attacks make more sense if they're from desperate lower ranks is all
 
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As Combat Rank is probably more of an indication of time played rather than combat skill, I would hope that the game is not reliant solely on combat rank in determining the threat level of NPCs it sends against us.

This thread had no official response, but seems to indicate that this is the case: https://forums.frontier.co.uk/showthread.php/261319-Does-AI-skill-scale-with-player-skill

plus a Google search produces similar assumptions that no-one from FD has yet denied (unless I missed that news.)
 

Robert Maynard

Volunteer Moderator
This thread had no official response, but seems to indicate that this is the case: https://forums.frontier.co.uk/showthread.php/261319-Does-AI-skill-scale-with-player-skill

plus a Google search produces similar assumptions that no-one from FD has yet denied (unless I missed that news.)

It would be unfortunate for the game if it was, in my opinion - as Combat Rank is cumulative and in no way dynamic (and never has been). Basically, at some point, players who cannot defeat Elite NPCs may find that their enjoyment of the game experience is reduced by being targeted by high combat rank NPCs.
 
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Which utterly defeats the purpose of even arming a ship and trying to have a "well round ship" to do mining and trading ... let alone exploring. I mean, if we cannot even do combat, and all we are doing is running ... what's the purpose of dealing with intercept after intercept of dangerous/deadly/elite NPCs after us, many times us barely getting out, only to be intercept again, and killed the second time? Seriously?!

I never saw that before 2.1, could focus on mining and trading, and get intercepted with far less frequency. Many times it was someone my level or lower, and I could either run or dispatch. Other times they were higher, and I could escape, as I had enough shielding. If I got a second intercept, I usually wasn't in critical shape. Now? A crapload of dangerous/deadly/elite every time, so Vipers are tough, and FAS/FDL/FGS (or better), shields down in under 5, dead in 10 ... unless I keep distance, then it's 20 or so. Especially on the 2nd intercept when I'm already damaged.

I am always boosting and turning in my Python while kicking off chaff, but they will time it right once, and get that run that takes out my shields, or if not, on the next pass, before I jump out. Then my FSD is hit, and it's over. Or at least on the 2nd interdiction. Great for guys doing combat, great challenge. Utterly sucks for those of us running with 160-224t of materials in a Python or similar, even if A-spec.

That's why a lot of us turned it off. The Dangerous/Deadly/Elite NPCs are constant, rarely any variance, and they get us time and time again. The game isn't for us any more.
Mhh... you have a Python, one of those ships that can do Trading/mining and combat at the same time. You may just have to change some things in the outfitting.
 
Mhh... you have a Python, one of those ships that can do Trading/mining and combat at the same time. You may just have to change some things in the outfitting.

No, you are to fix that item that randomly selects the rank of NPC put in your instance to catch you up.
I am in for a better NPC capability FD has implemented with 2.1. But....
this is to seperate from the computation which opponent is set into the instance to mix you up.

4 out of 5 NPC pilots Attacking you is wrong. The average has to reflect the average ranking of All (Players | NPCs).
(Ther average of Players is somewhere around Novice to Expert).

Regards,
Miklos
 
This thread had no official response, but seems to indicate that this is the case: https://forums.frontier.co.uk/showthread.php/261319-Does-AI-skill-scale-with-player-skill

plus a Google search produces similar assumptions that no-one from FD has yet denied (unless I missed that news.)

I'll believe it when I hear it from a dev... ;)

This is a bit like the 'throttle is critical when interdicting' theories that came up after 1.4 was introduced and subsequently proved to be simply 'forum wisdom'.

It would be unfortunate for the game if it was, in my opinion - as Combat Rank is cumulative and in no way dynamic (and never has been). Basically, at some point, players who cannot defeat Elite NPCs may find that their enjoyment of the game experience is reduced by being targeted by high combat rank NPCs.

I agree that this, if it is correct, would be very simplistic matchmaking. As you pointed out earlier, a player never needs to destroy anything ranked above Expert, and yet they will eventually become Elite ranked themselves.

The only rank matchmaking that I've been aware of has been from mission ranks that I've undertaken, and that seems to be working as intended. Not suffered many 'random' interdictions, but not really playing much at the moment.

Whatever FD are trying to do, my own feeling is that random interdictions should be just that, based on the likelihood of ranks that exist, and the probability being that the majority will be in the middle range. That would seem to be the most balanced and least gamey thing to do.
 

Whatever FD are trying to do, my own feeling is that random interdictions should be just that, based on the likelihood of ranks that exist, and the probability being that the majority will be in the middle range. That would seem to be the most balanced and least gamey thing to do.

I think - based on my personal observations over the last week - that this is exactly what FD tries to do. To me it looks like the only Elite or similarly ranked NPCs in random interdictions was a bug or glitch or something unintended that got fixed about a week ago.

Could be completely random, but in the last week I got interdicted by mostly mid-range NPCs (from random interdictions).
 
Alas, what ever match making we put in someone is going to suffer. Picking from the distribution of actual levels would probably make the steep learning curve for new players even more off putting, and make the game easier for more veteran players.

Now we have AIs where you can tell the difference between Mostly Harmless and Elite well worth thinking about and debating.

Simon

I'll believe it when I hear it from a dev... ;)

This is a bit like the 'throttle is critical when interdicting' theories that came up after 1.4 was introduced and subsequently proved to be simply 'forum wisdom'.



I agree that this, if it is correct, would be very simplistic matchmaking. As you pointed out earlier, a player never needs to destroy anything ranked above Expert, and yet they will eventually become Elite ranked themselves.

The only rank matchmaking that I've been aware of has been from mission ranks that I've undertaken, and that seems to be working as intended. Not suffered many 'random' interdictions, but not really playing much at the moment.

Whatever FD are trying to do, my own feeling is that random interdictions should be just that, based on the likelihood of ranks that exist, and the probability being that the majority will be in the middle range. That would seem to be the most balanced and least gamey thing to do.
 
I think - based on my personal observations over the last week - that this is exactly what FD tries to do. To me it looks like the only Elite or similarly ranked NPCs in random interdictions was a bug or glitch or something unintended that got fixed about a week ago.

Could be completely random, but in the last week I got interdicted by mostly mid-range NPCs (from random interdictions).
That's curious - yeah my sane levelled interdictions started around then too, but not heard official mention of it
 
Alas, what ever match making we put in someone is going to suffer. Picking from the distribution of actual levels would probably make the steep learning curve for new players even more off putting, and make the game easier for more veteran players.

Now we have AIs where you can tell the difference between Mostly Harmless and Elite well worth thinking about and debating.

Simon


Perhaps...

But a random matchmaking will mean that players will only suffer randomly. ;) As to the game being easier for veteran players, it's always going to be the case that someone with game knowledge will have an easier time than one without, and players looking for tough combat can always take on Elite ranked assassination missions, drop into threat level 4 USS and so on.

The issue with matchmaking a 'difficulty level' to an in game rank (IMO) is that it is static, predictable, and gives the player little or no choice as to how they must play the game. Just because I may have a high combat rank, doesn't necessarily mean that I want wall to wall high level combat every time I fly?

Making high level challenge generally opt in (and I'm not advocating that players should be able to opt out of all challenge) is in my mind the most fun way to play the game. Sure, sometimes random will mean that I will be faced with an enemy beyond my skills, and I'll run, but a player shouldn't have to run from a majority of NPC interactions. :)
 
The higher ranked NPCs are not worth fighting against in anything that is not combat ship with a high pitch rate and good maneuvering thrusters.

It's just a boring strafing and backward flying game. Waiting until the security comes and then collecting the microstuff.
For me the new AI is worse from a gameplay point of view. Harder to fight, sure. More fun/interesting/challenging to fight? No.

This sums it up perfectly.

Its now become your typical space game jousting session. Combine that with the gross spamming of shield restorers (seriously; who added magic space potions to this game, why, and how did you think that you make things more fun?) and its just the age old space jousting now. Elite combat was originally designed to FIX this, and now, its rolled BACK around to it instead.

The AI above about mid rank needs a nerf. Not necessarily because they are too hard. But because they are making the game unfun. And while you're at it, please, dont allow NPC pilots to use shield restores. Combat in PVE DRAGS ON far too long as it is now. We dont need to make it last longer. That's not adding challenge, its just adding tedium. Bullet sponges are NEVER a good solution.
 
Your are forcing me to use the "There is too much RNG in the game" defense

or

the "hard AI avoids the need to buff open rewards" benefit.

:)

One of the problems when deadly or dangerous with the average based distribution method is finding NPCs worth killing outside of high intensity conflict zones (or that was my experience pre 2.1). However I like the idea of opt in and forced having difference distribution curves. Everything you opt into (combat zones, res, USS etc), so risk/reward is already a choice there.

Interdicting mission NPCs probably need to stay tied to the mission. Again, taking missions of higher ranking than you have is another hopefully informed choice.

Using a more lenient distribution for interdiction encourages or in some people's words makes possible the non-combat roles.

I think the above is roughly what FD are/were aiming at all that is left is balance based on telemetry data.

I think I am slowly coming around to the scenario should define the difficulty ..... with some RNG.

Simon

Perhaps...

But a random matchmaking will mean that players will only suffer randomly. ;) As to the game being easier for veteran players, it's always going to be the case that someone with game knowledge will have an easier time than one without, and players looking for tough combat can always take on Elite ranked assassination missions, drop into threat level 4 USS and so on.

The issue with matchmaking a 'difficulty level' to an in game rank (IMO) is that it is static, predictable, and gives the player little or no choice as to how they must play the game. Just because I may have a high combat rank, doesn't necessarily mean that I want wall to wall high level combat every time I fly?

Making high level challenge generally opt in (and I'm not advocating that players should be able to opt out of all challenge) is in my mind the most fun way to play the game. Sure, sometimes random will mean that I will be faced with an enemy beyond my skills, and I'll run, but a player shouldn't have to run from a majority of NPC interactions. :)
 
Your are forcing me to use the "There is too much RNG in the game" defense

or

the "hard AI avoids the need to buff open rewards" benefit.

:)

One of the problems when deadly or dangerous with the average based distribution method is finding NPCs worth killing outside of high intensity conflict zones (or that was my experience pre 2.1). However I like the idea of opt in and forced having difference distribution curves. Everything you opt into (combat zones, res, USS etc), so risk/reward is already a choice there.

Interdicting mission NPCs probably need to stay tied to the mission. Again, taking missions of higher ranking than you have is another hopefully informed choice.

Using a more lenient distribution for interdiction encourages or in some people's words makes possible the non-combat roles.

I think the above is roughly what FD are/were aiming at all that is left is balance based on telemetry data.

I think I am slowly coming around to the scenario should define the difficulty ..... with some RNG.

Simon

Nope, not forcing you to use any arguments... ;)

Sounds like we agree actually. Players can make gameplay choices when they want a particular challenge, be it where they choose to go (system security will play into that), or what they want to do (mission ranking for example). Outside of those choices, random NPC interaction can be just that, random, and that means that sometimes (I'd say occasionally, as it stands to reason that there would be far fewer Elite NPCs than Competent ones) that will mean beating a hasty retreat, but more often than not it will involve actually having a fun encounter. :) (This is all based on the 'average' player.)

Scenario based matchmaking also enables FD to tie risk to reward (for example high ranking more difficult missions pay more than lower ranking ones). This is something that's been asked for by many 'hardcore' players for a long time.

I also think this is what FD are aiming for, but by the sounds of some players experience things have become skewed to where much higher ranked opponents than should reasonably be expected are being spawned for these random encounters.
 
I had to drop to pulse lasers on my python because of heat, but was running 5 at the time.
Switched the 2 Med's to multi-cannons, and 3 lg. burst lasers and no more heat probs.
 
Add Shield Cell Boosters to that list. Fought an elite FDL in my cargo vette and several times had it's shields almost down when they did a rapid rebuild
Feds finally showed up and helped finish the fight. Now I, too, use SCB's. :]
 
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