Discuss the AI here!

What do you think of the new AI?

  • Too hard

    Votes: 954 46.7%
  • Just right

    Votes: 838 41.0%
  • Too easy

    Votes: 117 5.7%
  • Other (give reason)

    Votes: 134 6.6%

  • Total voters
    2,043
  • Poll closed .
Status
Thread Closed: Not open for further replies.
Nope, it's going to get better. :) Well, needs another balancing pass perhaps, more variety in tactics (to make mid ranks a little easier), and new skills for higher ranks to make them a little less predictable. :)

7LOmbab.jpg


please please Please PLEASE PLEEEEEEEASSSSEEEEEEEEEEE NEVER CHANGE YOUR MIND ON THIS, MS. AVORY!

YOU'RE MY HERO!
 
So whats stopping new players from winging up with experienced combat players and learning or whats stopping new players from learning via trial and error. Why can't we perceive these AI as being a way of promoting more open play and more interaction between commanders, just for the sake of extra assurance that they and you will make it out of the fight, I mean after all, you are brothers in arms.

Oh yeah thats right, nothing, just yourselves.
 
Last edited:
I've knocked down many times and keep getting back up. It's just extra frustrating to be interdicted and then destroyed within 30 seconds without even seeing the ship that's destroying you. I can understand it if you are ambushed by a wing in a strong signal source or whatever, but when it's a single ship like that it's difficult to take. I'm hoping that is a one off. We'll see tonight when I pick up back in my Cobra.

Don't give up, learn and improve but just remember - sometimes you're just not supposed to win (in which case you run)

If you're having difficult escaping, there are many demonstrations on youtube and anyone here will tell you, submit, boost, high wake. We say it because it never fails us - unless of course our ship is not adequately and appropriately fitted. If in doubt, prepare for the worst case scenario, big shields, big boosters, chaff, point defence.

I run often, knowing when to run is half of what will make you a great pilot.
 
FLEE, you m*r*n! What do you have these thrusters for?

Right here ladies and gents.

So if you get cornered and you start getting punched in the face, two things (maybe three, judging by these posts) will occur.
1. You will fight. ie I'd rather go out swinging, and maybe I'll even win.
2. You will run. ie You are in a tactically disadvantageous position. Time to regroup elsewhere. But at least I'm alive.
3. You will crumple into a ball and cry for mommy to make it stop. I have read examples of this since last night after it went live.

Two of the above choices are acceptable.
One is not.

And your mommy is no where around.

PS.
I love you all. [heart]
 
FLEE, you m*r*n! What do you have these thrusters for?

Personal Insult reported btw.

Ok, i have a cutter, i can flee. What does the poor guy in a sidewinder or a t6 do? Or worse, a T7? Try fleeing in THAT thing.

NPCs need to be adjusted to YOUR ship and YOUR Rank and High Security Systems need to be EXACTLY that. Meaning NO Elite Anacondas so that newer players have a chance. Just to make that point CLEAR:

I do not have problems with the new AI, i can handle it. I can handle my vessel good enough to NOT be afraid of it, i dont find it challenging, i find it ANNOYING. Thats a big difference. Especially the part where they ram themselves to death into me, this is NO FUN fighting them. Ramming a Cutter is a        g bad idea in anything else than a Cutter. And i get rammed all the time since 2.1. I want to SHOOT stuff, not play spaceship scooter.
 
but if you're playing one of the other 2 game modes, I can see how this can be very upsetting.

There is no other game modes, the galaxy has threats for all. You need to build your ship around those threats. Nobody should be facing threats in an unshielded, unarmoured freighter.

There is nowhere and no time in the game where you say "I am not doing combat today, so I will not outfit with shields". Prepare for the worst case scenario.
 
Right now it seems just right. I was worried in the last stages of beta about damage taken in a weak shield hull tank setup, now it seems to have been dialed back a little to acceptable level. I entered an HazRes and jumped straight onto an Elite Anaconda, it definitely fought hard but doable. Then repeated with two FASes with comparable results. Overall damage taken greater than in 2.0 - there is now splash damage to modules which almost never happened before - but lower than in beta, when I experienced gun malfunction in each fight. So I'd say the level now is correct, it's manageable but it's not duck shooting anymore, so you now really need to learn how to fight.
 
Doesn't add depth and character but it actually does encourage people to play, Blizzard are the kings of this but most MOBA's do it too. When the meta stagnates, when people have theorycrafted the best builds and optimal ways of playing - you break it up and let them discover it again.

This learning and discovery is one of the biggest motivators used to keep people playing in long running titles. It's also one of the fundamentals of game design, an increasing challenge that requires learning to overcome, it's the best form of satisfaction/reward structure you can have which is why it works so well.

How does removing an avenue of progression and income encourage people to play? You used to be able to make money by Bounty Hunting, Trading, Mining, Exploring, Pirating and Missioning. And now Bounty Hunting got nerfed. There's no new theorycraft to discover, there's no new reward structure in place, there's no flexibility in the meta for a new niche of money making. If ED actually had any depth to its in-game economy, you'd be bang on the money and I wouldn't be typing this.
 
How does removing an avenue of progression and income encourage people to play? You used to be able to make money by Bounty Hunting, Trading, Mining, Exploring, Pirating and Missioning. And now Bounty Hunting got nerfed. There's no new theorycraft to discover, there's no new reward structure in place, there's no flexibility in the meta for a new niche of money making. If ED actually had any depth to its in-game economy, you'd be bang on the money and I wouldn't be typing this.

If making money is what you enjoy then you will choose whatever avenue is suited to making money. If combat is what you enjoy, it just got mixed up, there is a new meta to learn and experiment with.

Regarding the amount of credits you make - I'm sure FD have the telemetry, they will adjust accordingly.
 
So whats stopping new players from winging up with experienced combat players and learning or whats stopping new players from learning via trial and error. Why can't we perceive these AI as being a way of promoting more open play and more interaction between commanders, just for the sake of extra assurance that they and you will make it out of the fight, I mean after all, you are brothers in arms.

Oh yeah thats right, nothing, just yourselves.

Because of you wing up with a higher ranked player you will get higher ranked npc brimmed with modded weapons. It happened last night im deadly friend was novice. Friend practically died in one pass
 
Ah, "high credits per effort = fun" kills the debate. You can't argue against a human emotion, you're totally entitled to feel the way you do and no one can deny it.

If they added a weekly salary combined from all the factions we raised influence for, many would pay more attention to the awesome background sim. So spoiling us with credits can be a valid technique to grab our interest. For some they don't have to, many are interested in playing regardless of the payout. But they don't start hundreds of redundant threads about it.

Assume that was towards me.

In which case, it's a primitive human instinct. I work in Investment Management, do I like it? yep... Would I do it if they stopped paying me? NOPE. I wouldn't.

In real life, I'm not going to risk liability of any sort unless I'm compensated accordingly.

Games are no different. I'm not going to risk losing xyz hours of game time (credits), for zero incentive. The incentive has to be there, else the motivation is just a side show.
 
Ok, i have a cutter, i can flee. What does the poor guy in a sidewinder or a t6 do? Or worse, a T7? Try fleeing in THAT thing.

Been there, done that, re-bought the ship. So the newbie got whacked by an NPC? It's not the end of the world. It already happened before 2.1 patch.
 
Because of you wing up with a higher ranked player you will get higher ranked npc brimmed with modded weapons. It happened last night im deadly friend was novice. Friend practically died in one pass


cause he never faced that level of an AI before. I bet you he learned some combat lessons from that one particular engagement though.
 
Last edited:
Right here ladies and gents.

So if you get cornered and you start getting punched in the face, two things (maybe three, judging by these posts) will occur.
1. You will fight. ie I'd rather go out swinging, and maybe I'll even win.
2. You will run. ie You are in a tactically disadvantageous position. Time to regroup elsewhere. But at least I'm alive.
3. You will crumple into a ball and cry for mommy to make it stop. I have read examples of this since last night after it went live.

Two of the above choices are acceptable.
One is not.

And your mommy is no where around.

PS.
I love you all. [heart]


Some of us have taken the wise decision to flee, unfortunately some OP AI's has wiped out your systems before your FSD has even cooled down, I wouldn't take my Python up against an Elite Anaconda, it's too sluggish, so I always do the wise thing, I run away, now not an option since the update, you're fried before the FSD count down is finished.
 
Community will never catch up if the game intents to stay alive. Constant influx of new players (buyers) is wanted and needed and they have to be able to deal with the system now and later and very much later. If you just play softball with current people and then tighten the noose... [squeeeee]
Read again. If you were a lower combat rank, you would be seeing fewer modded ships, and would mod your own ship as you went. The problem is exacerbated by there being lots of high rank players who A. aren't used to NPCs that pose any threat, and B. have no Engineer upgrades at all. The system is set up to work fine for new players, it only poses an issue when you have high rank players encountering A. and B. above.
 
Meaning NO Elite Anacondas so that newer players have a chance.
I was dropping in on almost everything I saw and this isn't how it goes as a Novice rated combat pilot. But again the 'rating' you have is purely down to how many credits you've earnt doing it. There's a lot to be said for honing your skills in lawless zones where you don't earn bounties and don't rank up......

Reset and see what attacks you in your Sidey or t6 - for all you know it scales beautifully. The ramming sounds bugged though, might be worth reporting, I've had zero suicide rams
 
And if i dont want to do combat, how do i avoid these Elite Anaconda NPCs that show up even in High Security Systems and interdict u even if u only have BIOWASTE loaded?!
At least this made me chuckle. Now to being serious and attempting to be helpful, put the effort in to learning to fly FA OFF, it really is worth it, players who do not use it, have no idea how superior it is once you get the hang of it. It is not a panacea for all the AI changes but it is a huge step up over FA ON

I am starting to suspect many complaints here come from people who stick to solo and private groups only ever facing NPC, and as the AI did not challenge enough or force them to improve they are struggling now to adapt.

Note, I am not knocking solo, or pve groups, I fly in solo too at times. However, flying in open, particularly in busy areas with a lot of pvp going on forces you to adapt, and is probably the best environment for learning the game and how to get the most from a ship and gives you an appreciation of what some players can do, and it does force you to work on improving.

Personal Insult reported btw.
.
Throwing stones in glass houses, telling me to STUFU regardless of the spaces is just as poor.
 
Last edited:

verminstar

Banned
So whats stopping new players from winging up with experienced combat players and learning or whats stopping new players from learning via trial and error. Why can't we perceive these AI as being a way of promoting more open play and more interaction between commanders, just for the sake of extra assurance that they and you will make it out of the fight, I mean after all, you are brothers in arms.

Oh yeah thats right, nothing, just yourselves.

Tried that...died in half the time so it's back to listening to all the pros telling us we have to adapt...just not like that and besides...judging from the toxic attitude of many here, I'm starting to think it's time to leave (

All this thread is about is an excuse for hardcore players to belittle and insult new players with next to no game experience...I was told this game had a good community...obviously they have inflated that claim just a tad if what I have seen so far is anything to go by. Solo play is preferable...I would rather enjoy whats left of the game...not combat...and then quietly and discreetly leave. Such a shame...this game was looking promising but alas its not to be perhaps. I see this game as nothing more than a private playground for elitists and the rest of us can just lump it or leave basically ^^
 
Last edited:
If making money is what you enjoy then you will choose whatever avenue is suited to making money. If combat is what you enjoy, it just got mixed up, there is a new meta to learn and experiment with.

Regarding the amount of credits you make - I'm sure FD have the telemetry, they will adjust accordingly.

I was actually responding on the topic of Bounty Hunting no longer being a viable income stream.

And no, there's is no new meta for making money.

And why do I consider "making money" important? Because players need it to progress beyond an Eagle. Do keep up.
 
Nope, it's going to get better. :) Well, needs another balancing pass perhaps, more variety in tactics (to make mid ranks a little easier), and new skills for higher ranks to make them a little less predictable. :)

I don't see what all the fuss is about. Happy to see increased challenges, the game was far too easy before :)
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom