CZs STILL not fixed

How would that work though? By default, the opposed sides have to be balanced, and that shouldn't just magically change because a player sides with a particular side. And if you do implement something like that, players would just 5th column it on the side they want to lose because they know it'll buff the side they want to win.

"Difficult" missions is really the only way to address any perceived ease of pve. Conflict zones really aren't the right activity for creating a level of challenge, because their primary function is for determining the winning faction of a conflict, determined mostly by level of commander support.
Well ye know how in a high CZ a fully engineered Conda can become hostile to both sides and not need to retreat because NPCs seem to use water pistols for hardpoints? Well perhaps if NPCs had better built ships in a high CZ the player in the instance couldn't be a one man army. Both sides being balanced wouldn't detract from the challenge if both sides had strong and dangerous ships. But it would need to be rewarded heavily by both credits and influence
 
Well ye know how in a high CZ a fully engineered Conda can become hostile to both sides and not need to retreat because NPCs seem to use water pistols for hardpoints? Well perhaps if NPCs had better built ships in a high CZ the player in the instance couldn't be a one man army. Both sides being balanced wouldn't detract from the challenge if both sides had strong and dangerous ships. But it would need to be rewarded heavily by both credits and influence
That wouldn't change the current meta at all though, which is
  • find group of allied ships targeting a ship
  • join in, and follow their targets using "target closest threat" (same logic the ai uses for target selection)
Doesn't really matter if the opposed ships are vanilla stock fits or competely engineered warships... mutually opposed spec ops spawns clearly demonstrate that too.

EDIT: If you want a challenge that has different scales according to player skill, which aren't 5th-columnable, they can't be ones where you "pick a side"... that or the rewards for the disadvantaged side need to be far superior to the advantaged side's rewards (some scenarios are actually structured like that). That's why some form of mission or scenario would be better than just "beefing up" ships in CZs.
 
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That wouldn't change the current meta at all though, which is
  • find group of allied ships targeting a ship
  • join in, and follow their targets using "target closest threat" (same logic the ai uses for target selection)
My meta is to kill any and every ship I see, not to snuggle up to allied ships. Making it two sides filled with spec ops would make it more difficult, same as making it two sides of shieldless T6s would make it easier
 
Well ye know how in a high CZ a fully engineered Conda can become hostile to both sides and not need to retreat because NPCs seem to use water pistols for hardpoints? Well perhaps if NPCs had better built ships in a high CZ the player in the instance couldn't be a one man army. Both sides being balanced wouldn't detract from the challenge if both sides had strong and dangerous ships. But it would need to be rewarded heavily by both credits and influence

I've found if you friendly fire the good guys everything turns red, but the "freindlies" don't actually open up on you unless you keep at it.

So you can still win an all hostile CZ if you are careful about targets.
 
I'm just making the shocking experience that overall difficulty of CZs seem to be dynamically adjusted by the efforts of human opponents - regardless of modes and instances! I have no evidence, but the lucky opportunity to check this mechanic in action. I'm living in a very calm system for many years now and I know how the CZs feel here, including the mild random variations in difficulty. The lucky incident was when a few days ago I met and had a (smack-) talk with some members of a squad who more or less declared war to me. With the result, even though I don't see them anymore in open, the overall difficulty of CZ's has increased significantly!

Exactly the way I would expect and how it should be, as I should have no realistic chance to win against the concerted efforts of a group of players (unless I'm an uber combat ace perhaps, what I'm clearly not). I can't remember the last time where I had to bail out from a CZ due to ammo shortage, too much damage in the early phase or just to prevent losing that battle - and that even 3 times in a row. One CZ I actually lost as it surprisingly turned against me very late in the final phase.

Looks like I'm losing this war, but these dynamic mechanics (if they actually are what I think) are mind blowing!

What has this to do with the OP?
If what I see is true, you have to keep in mind whatever happens in your local instance can be massively influenced by other commanders, regardless of mode or instance. I admit I'm somewhat biased as I always wished FD would introduce such a cross-mode dynamic form of CZs - now I'm almost sure they actually did it!

What the OP describes - if occurs frequently - sounds indeed like a (multi-crew?) bug though. I'm used to some occasional oddities in CZs, even empty CZs from start or suddenly a blob of enemies popping in when I'd already won the war, but that's all a while ago or as an exceptional case at best.

I've been noticing the same thing. Enemy ships don't seem to do anymore damage but they suddenly take a lot more time to kill. It like they have suddenly doubled their hull strength. I've not noticed a pattern to it though as it seems to randomly change when the cz refreshes but something definitely changes and they get harder to kill
 
CZs are not in a diabolical place, but those saying there are no issues are obviously not doing very many.

It does frequently happen that if the wing is formed inside the CZ, the ships stop spawning.
It does frequently happen that the CZ is just empty. I believe this is during a 'reset' period after someone else has cleared it.
It does frequently happen that module strength is all messed up. Chieftains seem to have less drive integrity than canopy integrity, yet their Shield generators are sometimes completely indestructible.
It does frequently happen that one of the Spec Ops kills does not register.
It does frequently happen that the progress bar for the zone just disappears, after that it is uncompletable
It does sometimes happen that dropping into the CZ does not change the velocity of objects in your frame of reference (i.e. the CZ marker zooms away from you at orbital speed)

However, the vast majority of CZs work properly 90% of the time.
 
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How would that work though? By default, the opposed sides have to be balanced, and that shouldn't just magically change because a player sides with a particular side. And if you do implement something like that, players would just 5th column it on the side they want to lose because they know it'll buff the side they want to win.

But in case you haven't realized, what you don't want to happen, happens everytime. As soon as a player chooses a side, the instance is unbalanced. It does change the balance of both sides as soon as a player supports one of them. In order for that to be balanced more NPCs have to spawn for the losing side (that also prevents 5th c in case they do friendly fire, there will just spawn more friendly NPCs to hunt him down). I mean you don't just watch the fight and doing nothing as a coordinator when realizing the enemy has got reinforcements, right? CZs are static and like NPCs utterly predictable.
Spawning more, more dangerous NPCs with fully G5 fitted ships can even out a CZs against players, even with the utterly limited and AI behavior.
 
But in case you haven't realized, what you don't want to happen, happens everytime. As soon as a player chooses a side, the instance is unbalanced. It does change the balance of both sides as soon as a player supports one of them. In order for that to be balanced more NPCs have to spawn for the losing side (that also prevents 5th c in case they do friendly fire, there will just spawn more friendly NPCs to hunt him down). I mean you don't just watch the fight and doing nothing as a coordinator when realizing the enemy has got reinforcements, right? CZs are static and like NPCs utterly predictable.
Spawning more, more dangerous NPCs with fully G5 fitted ships can even out a CZs against players, even with the utterly limited and AI behavior.

That would probably set the bar too high for the average player, which in an MMO is always the baseline.
 
That would probably set the bar too high for the average player, which in an MMO is always the baseline.
No, it would set the bar too high for the success addiction players we have too many of in Elite. I rarely have seen players getting defeated by NPCs over an over again. The average KDA in PvE is like, what, 100:1?
 
No, it would set the bar too high for the success addiction players we have too many of in Elite. I rarely have seen players getting defeated by NPCs over an over again. The average KDA in PvE is like, what, 100:1?

No idea, mines a lot higher than that thousands against one since I highwake before my shields drop (which is rare).

"How do I survive in a CZ" threads are a very regular topic so its still challenging for some no matter ship and loadout.
 
But in case you haven't realized, what you don't want to happen, happens everytime.
As soon as a player chooses a side, the instance is unbalanced.

Err... yes. I literally address that in the section you didn't quote.

That a player can come in and support one side or another and tilt the balance in the favour of their chosen faction is exactly how czs are meant to work... conflicts as a whole even (i.e. an uninterferred conflict will always resolve as a draw at the end of 7 days)

But when you go in to a high intensity cz, you don't know if spec ops will spawn only for your side, or the enemy, or both. Depending on your skill level, that can make or break the fight. And again, that's fine, because you can't tell in advance which way it's going to swing.

If the spawns are in your favor, it can make the cz a cakewalk, and if they're against you, it can make it mildly challenging to very difficult, individual skill dependent... but nonetheless favorable spawns make things easier.

If you create a cz type where the odds are always against you... its now predictable and totally exploitable by 5th columning it, unless as i said in the follow up post it's clear who's going to have the advantage, and that the advantaged side gets far less benefit from the win... even less than a low intensity cz.
 
Err... yes. I literally address that in the section you didn't quote.

That a player can come in and support one side or another and tilt the balance in the favour of their chosen faction is exactly how czs are meant to work... conflicts as a whole even (i.e. an uninterferred conflict will always resolve as a draw at the end of 7 days)

But when you go in to a high intensity cz, you don't know if spec ops will spawn only for your side, or the enemy, or both. Depending on your skill level, that can make or break the fight. And again, that's fine, because you can't tell in advance which way it's going to swing.

If the spawns are in your favor, it can make the cz a cakewalk, and if they're against you, it can make it mildly challenging to very difficult, individual skill dependent... but nonetheless favorable spawns make things easier.

If you create a cz type where the odds are always against you... its now predictable and totally exploitable by 5th columning it, unless as i said in the follow up post it's clear who's going to have the advantage, and that the advantaged side gets far less benefit from the win... even less than a low intensity cz.
I don't know man. I always found thargoids, ATR and NPCs in general not challenging at all as they are predictable and don't optimize strategies and loadouts.
Spec ops? Just another NPC meant to be squished. Even if a CZ would consist of all ATRs, it would probably still be as challenging as a minecraft dungeon spawner.

The odds should always be against the player, really. But dynamically adapted so that 5th c is not possible. Also, you could just refuse a palyer to support a faction if they were doing miserable repeatedly.
 
No idea, mines a lot higher than that thousands against one since I highwake before my shields drop (which is rare).

"How do I survive in a CZ" threads are a very regular topic so its still challenging for some no matter ship and loadout.
my shield nver drop in CZs, not even in my 200 MJ Bi-weave FAS hulltank.
 
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