Death penalty is too high

I boosted into the interior wall of a Station with a full load of Imperial Slaves in an Imperial Clipper and exploded - twice!

Ah... memories. Of course without a death penalty those incidents would be long forgotten.

I prefer death to mean something and financial hits like those sure do help you to learn.
 
That's just an example. The takeaway is that the setback from dying is way to harsh for people who didn't exploit for credits or invested huge amounts of time in it.
I've said it a few times already, but losing the mission and the cargo (and money invested in the cargo) is a strong motivation to be more carefully next time. No need for the re-buy cost as an added incentive.
 
I agree, actually.

The only reason why I was tempted to go into the Draconis 17 debacle was because I was frightened to fly my Cutter.

It is not even completely A-Rated yet, and the potential loss from losing it was enough to disuade me from ever flying it. I had three times the insurance mark, but still the idea of being set back 30mil - and how many hours it would take me to recover that - was enough to keep me from using it.
 
My first encounter with an ultra high G world ( I didn't even know they existed until then )
I watched helplessly it felt for like 5 seconds as my Anaconda headed for the dirt.
Even pointing the nose to the sky and boosting did nothing.
27 million credit rebuy. It must have been a quarter of my liquid cash back then. That hurt lol.
 
Yea its one of the reasons why we wanted an in game nav computer for auto jumping and scooping long distances. They already have them and a decent population of players already use them. If they make an in game system that already runs a macro inside the game, then the hook the third party bots use generally will be in use by the game engine. Hence killing all of the Trade bots ruining the BGS in solo. They find out what they want to do in Power Play this week. Set their bot and walk away. They have been around for a long time.

Its the dirty secret of the rich and famous. Also I think FDEV isnt sure how to stop them.

My take on that is what's the point. I'd rather play the game , that's why I bought it.

I also spend most of my time on a console, but I still play the game. Having all the big boys toys doesn't make the game any better. They are nice to haves but not a needed to enjoy playing.
 
That's just an example. The takeaway is that the setback from dying is way to harsh for people who didn't exploit for credits or invested huge amounts of time in it.
I've said it a few times already, but losing the mission and the cargo (and money invested in the cargo) is a strong motivation to be more carefully next time. No need for the re-buy cost as an added incentive.
I think you're flogging a dead horse now, you're just repeating your opinions that have no real value...maybe it's time to let this thread slide, it's been discussed, but in reality this mechanic will, most likely, never change.
Onwards & upwards :D
 
Ok, but that's more an issue with your risk aversion than it is with the in game mechanics surrounding ship destruction and rebuys. Having tangible consequences wherever possible makes the game more enjoyable for a lot of us. I imagine if this thread had a poll, we would see a clear majority.
As I've said before, there's plenty of tangible consequences besides the rebuy.

As far as a poll is concerned, I choose bacon.
 
The times when the adrenaline kicks in when your canopy gets blown out and you need to rush to the station to survive is great, this is one example.

Removing any risk would completely remove that feeling. It would completely destroy the game for me and a lot of others.
As someone who sunk 85% of hiscash into a T6 yesterday, and on his 2nd mining run got attacked and barely manged to escape with about 20% hull, I agree completely!

Yes, I was annoyed that my mining wasn't going great. Yes, I was annoyed that I was interrupted. Yes, I was annoyed that it was a MUCH more powerful ship than me (A Fed Dropship. Hell, a SIDEWINDER was a threat... I have no shield!)

BUT! That thrill of escaping, hull being chipped away, the ray of hope when Fed Sec showed up was palatable... I flew an unshielded, barge of a ship with the maneuverability of a lead weight around an asteroid field*, escaped, and lived to tell the tale. And made about 350k (Which to me is a lot).

None of that would have mattered if death carried no price. I'd have shrugged it off, the moment lost.

*And I survived only because no-one told me the odds. ;)
 
Disagree!!!
Sometimes i think death penalty is to low.
Considering 500k rebuy on your ASP was worth 10mln. Its cost of D rated ASP. You went to HighCZ with this, its your fault and You deserve to die. Instead asking for game nerf, learn and get better.
I probably sound like an but it really upsets me when someone is asking for nerfs, because he is just bad.
 
Hi,

Before you even start, no I didn't lose my ship without having insurance cost to cover it.

But, nevertheless, the silly death penalty mechanic doesn't encourage experimentation at all!
Yeah, it's fine when you're just in the default Sidewinter, but as soon as you get an A class superior ship, the insurance cost starts to climb.

As an example, I've just been blown up in my Asp explorer after attempting some mission in a high conflict zone. That means 500k credits gone in an instant... Credits I can probably make back in 1-2h depending on my luck in finding high paying missions.

I'm sorry but this is not fun and I don't understand what's the purpose of this? Having to come back from the latest port is penalty enough.

So, Frontier devs, please respect our gaming time and stop implementing these time consuming mechanics. I want to have fun in your game, there's enough grind in real life!

Error number 1: bringing an asp into a conflict zone. Seriously, don't do that. While the asp looks like a decent combat ship on paper, it just isn't. It's not that fast, at it is a massive target. Go grab a vulture or a DBX for combat, both are in that price range. Fighting pirates and doing light weight bounty hunting is possible in the Asp, I have done so myself. Conflict zones are best left alone unless you have a properly fitted combat ship.

Also, how are you struggling to make 500k in under 1 hour? I get 1.5 - 2.3 million just by going to a high res for about 45 minutes. And my ship isn't even exclusively outfitted for combat either. Missions are hardly the only way to make money. If you have an asp explorer, you can do rare trading and make over 1 million per hour as well.
 
So, Frontier devs, please respect our gaming time and stop implementing these time consuming mechanics. I want to have fun in your game, there's enough grind in real life!

it depends how you play the game.

if you like high intensity dangerous pew pew you are right.

if however you play the game that getting destroyed is something to avoid at all costs if possible, with a risk reward calculation made on each encounter, then it is fine as it stands.

Not saying you are wrong, just that your play style is........... different.

technically a 5% insurance excess is really very generous if you are looking at a believable galaxy.

as a half way house perhaps we could have military missions with supplied ships which we can lose without having to claim on our insurance (but with better payouts if you do not get blown up).... same with police, piracy clans and assassin clans - missions which supply a ship with set loadout which is expendable.

As someone who sunk 85% of hiscash into a T6 yesterday, and on his 2nd mining run got attacked and barely manged to escape with about 20% hull, I agree completely!

Yes, I was annoyed that my mining wasn't going great. Yes, I was annoyed that I was interrupted. Yes, I was annoyed that it was a MUCH more powerful ship than me (A Fed Dropship. Hell, a SIDEWINDER was a threat... I have no shield!)

BUT! That thrill of escaping, hull being chipped away, the ray of hope when Fed Sec showed up was palatable... I flew an unshielded, barge of a ship with the maneuverability of a lead weight around an asteroid field*, escaped, and lived to tell the tale. And made about 350k (Which to me is a lot).

you ran naked in a T6? you are mental ;) (said with affection!)
 
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Heh, I disappear for a few weeks, and upon returning, the forum is the same. It's always the same....

Death is meaningless in ED. IMHO .

Money is (or was, haven't played in a few weeks), very easy to come by.

I can(could?) recoup the 6mil for my Python in just over an hour, while still enjoying myself.
Quicker if I grind it. (If that's still possible).

But, once you get a Python, or FDL or larger, death is actually quite a difficult thing to achieve. Lol
Especially if you Engineer the thrusters.
No NPC ship can keep up with my Python or FDL.
Since getting a Python in late 2015, I've died twice*.
Both times by station defences. Lol
Never in PvE or PvP.

My FDL is still the same FDL I got last January.

In most cases, if I'm low on cash, I just contribute to a few CGs, then cash in at the end. Lol

And yes, I play in Open. :p


*I've died multiple times really, but usually from messing about in cheap ships.
 
Forums for games are typically populated by difficulty fetishists, so you're never going to see overwhelming support for such a sensible suggestion. Just a bunch of e-peen wavers swinging viciously the other direction and contending that death penalty should be increased.
 
Forums for games are typically populated by difficulty fetishists, so you're never going to see overwhelming support for such a sensible suggestion. Just a bunch of e-peen wavers swinging viciously the other direction and contending that death penalty should be increased.

see, OP gave his view, which is great.... even tho i disagree...... but there is no need to be a Richard towards people who feel different..... For me its not about whether its too easy or too hard.... i just want it believable, believable consequences for actions, and, just like now, where i doubt an insurance company would happily pay out if you smashed a car up every other day, i doubt they would do it with ships in 1000 years time either.

and i am no epeen waving uber gamer.. hell, i would not stand a chance against many of the PvPers in this game... certainly not outside of CQC anyway.


<kick off 2 however..... give me an Amiga 500 and a zip stick joystick and i WILL confidently own anyone at that game :D >
 
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I was referring to actual bots that will jump and dock, buy items and move on for you. Not crowd sourced databases

I googled that and could find no such program. And I'm not sorry I didn't. I'm glad I didn't. That is CHEATING of the worst kind.

Error number 1: bringing an asp into a conflict zone. Seriously, don't do that. While the asp looks like a decent combat ship on paper, it just isn't. It's not that fast, at it is a massive target. Go grab a vulture or a DBX for combat, both are in that price range. Fighting pirates and doing light weight bounty hunting is possible in the Asp, I have done so myself. Conflict zones are best left alone unless you have a properly fitted combat ship.

Also, how are you struggling to make 500k in under 1 hour? I get 1.5 - 2.3 million just by going to a high res for about 45 minutes. And my ship isn't even exclusively outfitted for combat either. Missions are hardly the only way to make money. If you have an asp explorer, you can do rare trading and make over 1 million per hour as well.

An Asp in the hands of a deadly or elite combateer is a deadly piece of machinery. You just have to know how to fly it. Although I do agree it's not suitable for combat zones. But for one on 1 or bounty hunting, in the hands of an Elite, Deadly, or Dangerous commander who really know what they are doing, it is a killing machine, even in PvP. I have one mostly B rated except for the shield which is a C with a couple of boosters, but I'm still building it up. Not rich enough to afford all A rated yet. I don't take on other commanders, I'm just Novice so far. and I keep other ships in my sights as much as possible reducing my profile, which isn't hard using FA off in the turns. Never expose your belly or back to enemies; which is why it's so bad for combat zones.
 
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Get better with what man? I took an eagle to a combat zone because the rebuy was around 50k and I could afford many deaths. I had 3 Pulse + A shields, A hull and A distrib but I got one-shotted in high CZ and survived for 10 min in low CZ. And my shots seem to do nothing to the other ships.

Yeah, I suck at combat, but how am I supposed to learn if the penalty for dying is setting me back, time wise? There's no good game out there that's doing this crap.

Making money from BH is hit'n miss. You can get lucky and have wanted Pythons spawning and just tag them when the feds attack them with a cheap ship, like the Eagle. And yeah, you can make 2 mils in 45 min if the RNG god is mercyful.
Altough my last attempts were spawning just small ships with max 50k/kill bounty.

And again, removing the insurance cost is not a nerf. They should definitely implement some sort of Iron mode for players who want this.

Disagree!!!
Sometimes i think death penalty is to low.
Considering 500k rebuy on your ASP was worth 10mln. Its cost of D rated ASP. You went to HighCZ with this, its your fault and You deserve to die. Instead asking for game nerf, learn and get better.
I probably sound like an but it really upsets me when someone is asking for nerfs, because he is just bad.
 
Better get better at making the dank credits. Cost of rebuy isn't going to change.

The idea is to grind the credits until you start to get space madness, then you go buy things to play with and explode for science.

If you have had this game for more than 6months, there is no excuse other than "I didn't want to.." for not having tens of millions of credits.

Bounty Hunting is not a job.
 
Considering how long it takes to get top-end ships in the first place, a setback of 1-2 hours for dying isn't really all that much by comparison. Especially since you at least get the ship back, and having the ship is what matters.

And actually, if you are trying to learn combat, a small cheap ship like the Eagle or Viper is exactly the way to do so. Them being fragile will teach you important lessons in aggro management, which is the #1 most important skill in PvE combat. You can take down any ship in a Viper Mk. III if you manage your aggro and gang up on them with friendly NPCs, failing to manage aggro and getting swarmed is a death sentence even if your target is a Sidewinder. Being in a small ship will hammer that lesson home, and when you screw up your death will be cheap (just make sure to turn your vouchers in regularly so you don't lose those).

Additionally, pretty much everything you learn in the small ships will translate very well into the big ships. Because all combat ships in Elite: Dangerous pretty much fight the same way: they're all more or less dogfighters and they all more or less fly like biplanes. Better to learn your lessons dying in a Viper than in an Anaconda. The only really new thing you'll have to learn in big ships is that some of them have a lot of momentum, so they tend to drift into turns, but if you practice toggling FA-Off to drift-turn in the small ships you'll already be somewhat familiar with how that can be turned into an advantage. Big ships do generate aggro faster, but that's just a case of taking the aggro management you learned in small ships and doing it better.

In particular, I strongly recommend that Viper Mk. III I mentioned for someone looking to learn combat. It's a great balance of power, speed, and cost, just all around a great beginner ship for fighting. Useless for traveling or trading, but hey that's not what you buy it for.
 
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In particular, I strongly recommend that Viper Mk. III I mentioned for someone looking to learn combat. It's a great balance of power, speed, and cost, just all around a great beginner ship for fighting. Useless for traveling or trading, but hey that's not what you buy it for.



and has an extra military slot now as well... mind you the bigger fish also have sharper teeth now too so................. i guess it depends how many of the AI make use of the new slots.
 
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