Games dead! Kornelius sounds exasperated

Personally I don't think we need all the NPCs to be persistent.

That could be a compromise. And indeed the original design docs talked about different types/levels of NPCs... So most would be the window dressing local spawn type. But some would be actually more involved NPCs living a life thanks to a server, and being in your instance for example because they actually are where you are just like another CMDR.
 
That could be a compromise. And indeed the original design docs talked about different types/levels of NPCs... So most would be the window dressing local spawn type. But some would be actually more involved NPCs living a life thanks to a server, and being in your instance for example because they actually are where you are just like another CMDR.

So how would you know which NPCs were which?

If the idea is that you can follow an NPC around to be led ro content then if only some of them do it you're essentially dealing with a mobile USS.

Disclaimer:
I think the whole idea is ridiculous - just questioning what the proposed mechanics would be.
 
So how would you know which NPCs were which?

If the idea is that you can follow an NPC around to be led ro content then if only some of them do it you're essentially dealing with a mobile USS.

Disclaimer:
I think the whole idea is ridiculous - just questioning what the proposed mechanics would be.

I'm sure there are things that can be done.. But imagine this, if all NPCS you killed suddenly remember you and want a revenge (very legit, real life, immersive thing to happen) then this whole discussion is pointless as we would be discussing how many interdictions are a good number before it gets boring, I can't play the game kind-of-rant because NPCs keep attacking me.

This conversation is doomed already and we haven't even started.
 
So how would you know which NPCs were which?

If the idea is that you can follow an NPC around to be led ro content then if only some of them do it you're essentially dealing with a mobile USS.

Disclaimer:
I think the whole idea is ridiculous - just questioning what the proposed mechanics would be.

There's a few things that could be done to help us tell the difference, but honestly I don't even think the persistent NPCs would even need to passively lead us to content, only once we interact with them.

A few ideas for telling who's who:

- Different colour on radar or contacts panel
- Different shape marker on the radar
- No scan necessary, already broadcasting their ship information and name
- Find them sitting in key, predictable spots in Supercruise (like near to planets or nav beacons) or in normal space (outside stations)
- Sitting in clearly marked signal sources broadcasting a special message (like the "seeking luxuries" NPCs that you used to see, except actually giving us some mission/story content or leading us somewhere)
- Contacting us in Supercruise like some mission NPCs do.

The key point here is that the persistent NPC questlines wouldn't start without our input - we wouldn't need to be afraid of dropping in somewhere and missing our chance because we didn't scan or follow every NPC in the instance to see where they're going or whatnot.
I think I'm just imagining Soulsborne-style NPC questlines in the game, using ships instead of knights.
 
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The mining ship at least was, for some reason, reporting that the mining opportunities were dry when he dropped into empty space, as if he was supposed to be dropping into a mining site. I've seen that from NPCs in res sites that were depleted (which to me means the res site was put in the wrong place, too far outside the ring).
 
There's a few things that could be done to help us tell the difference, but honestly I don't even think the persistent NPCs would even need to passively lead us to content, only once we interact with them.

A few ideas for telling who's who:

- Different colour on radar or contacts panel
- Different shape marker on the radar
- No scan necessary, already broadcasting their ship information and name
- Find them sitting in key, predictable spots in Supercruise (like near to planets or nav beacons) or in normal space (outside stations)
- Sitting in clearly marked signal sources broadcasting a special message (like the "seeking luxuries" NPCs that you used to see, except actually giving us some mission/story content or leading us somewhere)
- Contacting us in Supercruise like some mission NPCs do.

Still sounds like a USS to me, just with enough predictability of location that you can farm them.
 
If you've gotten to the point where all you have left to do is follow NPCs around to scan wakes and see where they are going, the game is probably dead for you.
 
So how would you know which NPCs were which?

If the idea is that you can follow an NPC around to be led ro content then if only some of them do it you're essentially dealing with a mobile USS.

Disclaimer:
I think the whole idea is ridiculous - just questioning what the proposed mechanics would be.

The premise wouldn't be an NPC holding up flag with, "Follow me! Follow me on it!"

The premise would be somehow for it to be possible for NPCs (even a select special breed of them) to offer more involved gameplay to CMDRs. Possibly even based on previous encounters/activities (eg: levels of trust or dislike).


Again, FD's original design docs (from when so much more seemed to be on the horizons of possibilities) mentioned different tiers of NPCs, some of which were stateful no doubt with the notion them offering some personal narrative experience possibly even as deep and involved as we now have with the Tech Brokers (/sarcasm).
 
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The mining ship at least was, for some reason, reporting that the mining opportunities were dry when he dropped into empty space, as if he was supposed to be dropping into a mining site. I've seen that from NPCs in res sites that were depleted (which to me means the res site was put in the wrong place, too far outside the ring).

That is just 'scripted' thing, they say that all the time they jump out to an area without asteroids (from the back of my memory):
- Looks like i'm done here, this cluster is a bust.
- Sector report, mineral deposits at minimum, moving on.
- Location running dry, heading home.
- Nothing but dust and dirt.

Been following them a lot :)
 
Still sounds like a USS to me, just with enough predictability of location that you can farm them.

Well aren't all NPCs in all games basically just markers to interact with? That's the nature of it.
The wrinkle that I'm imagining is that it wouldn't be farmable - specific NPC questlines that once complete for that player, are complete, and can't be re-run. Ties in nicely to the Codex, which could keep a log of these questlines.

Use the starport missions for farming, but the NPC questlines to advance a solo narrative.

Largely hand-placed stuff, rather than ProcGen here.
 
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If you've gotten to the point where all you have left to do is follow NPCs around to scan wakes and see where they are going, the game is probably dead for you.

Yeh, I mean who would like to have level of mechanics where it might just be possible to follow a pirate NPC and be lucky enough for them to fly to a hidden base, which then you and your friends can then Wing up and attack. Much more interesting knowing (and playing the resulting gameplay mechanics) of them flying around randomly, with no more depth than that.

Consider - It's not getting to the point of only having that to do... It's getting to the point where you realise even after four years, that's still all FD have given us to do. [And not just in regards to NPCs]
 
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Yeh, I mean who would like to have level of mechanics where it might just be possible to follow a pirate NPC and be lucky enough for them to fly to a hidden base, which then you and your friends can then Wing up and attack. Much more interesting knowing (and playing the resulting gameplay mechanics) of them flying around randomly, with no more depth than that.

Consider - It's not getting to the point of only having that to do... It's getting to the point where you realise even after four years, that's still all FD have given us to do. [And not just in regards to NPCs]

Correct!
 
Yeh, I mean who would like to have level of mechanics where it might just be possible to follow a pirate NPC and be lucky enough for them to fly to a hidden base, which then you and your friends can then Wing up and attack. Much more interesting knowing (and playing the resulting gameplay mechanics) of them flying around randomly, with no more depth than that.

Consider - It's not getting to the point of only having that to do... It's getting to the point where you realise even after four years, that's still all FD have given us to do. [And not just in regards to NPCs]

So Tip-off missions.
Those have proved universally popular.
 
So Tip-off missions.
Those have proved universally popular.

oh damn you! I was saving this one, waiting for a few more people to chip in! same with the mission givers, I'm sure those asking for persistent NPCs don't ever remember the names of the mission givers in their home station.
 
If you've gotten to the point where all you have left to do is follow NPCs around to scan wakes and see where they are going, the game is probably dead for you.

Exactly, it's a manufactured problem for burnouts. Once you decide it is a problem it will always be a problem for you, as if you follow long enough the NPC's won't take realistic holidays or something.
 
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At work, so did not read up so far... but hey my 2 cents (for which the hate trane will just murder me) I think people like Kornelius (Who i hold in high regards for his content) got burned out way faster than usual, because you are always looking for loopholes ... for bad things in a game that you can exploit to "progress" ... Elite always boasts the "play as you want" but that is a lie, if you play for the highest payout, and go full META gaming you will be burned out within months from the game... however if you play as for the sake of playing, enjoying the universe... doing missions when you want, exploring when you want, hunting pirates etc... the key is in not pushing the envelope... if you are that kind of player you will enjoy the game for years.... if you are "grinding" (trigger word) or exploiting to get quickly to your big 3(-4-5 not sure how many by now) ships you will not enjoy the journey that leads to them... it took me 1.5 years to get a Conda, and it felt g awesome when I finally got in it and started flying in it ... now i have a corvette next to it and nothing was done by pure grind, more so from just playing as the unnamed, unknown, many among the millions serf that you (we) are... (Sorry for english and inconsistency... typing while caring for angry customers on the phone :p)
 
At work, so did not read up so far... but hey my 2 cents (for which the hate trane will just murder me) I think people like Kornelius (Who i hold in high regards for his content) got burned out way faster than usual, because you are always looking for loopholes ... for bad things in a game that you can exploit to "progress" ... Elite always boasts the "play as you want" but that is a lie, if you play for the highest payout, and go full META gaming you will be burned out within months from the game... however if you play as for the sake of playing, enjoying the universe... doing missions when you want, exploring when you want, hunting pirates etc... the key is in not pushing the envelope... if you are that kind of player you will enjoy the game for years.... if you are "grinding" (trigger word) or exploiting to get quickly to your big 3(-4-5 not sure how many by now) ships you will not enjoy the journey that leads to them... it took me 1.5 years to get a Conda, and it felt g awesome when I finally got in it and started flying in it ... now i have a corvette next to it and nothing was done by pure grind, more so from just playing as the unnamed, unknown, many among the millions serf that you (we) are... (Sorry for english and inconsistency... typing while caring for angry customers on the phone :p)

True, the games first griefers were just bored billionaires using ships as throwaway griefing tools on launch day after using early unpatched cash exploits. There never was any progression or achievement for them as they broke the game for themselves.
 
At work, so did not read up so far... but hey my 2 cents (for which the hate trane will just murder me) I think people like Kornelius (Who i hold in high regards for his content) got burned out way faster than usual, because you are always looking for loopholes ... for bad things in a game that you can exploit to "progress" ... Elite always boasts the "play as you want" but that is a lie, if you play for the highest payout, and go full META gaming you will be burned out within months from the game... however if you play as for the sake of playing, enjoying the universe... doing missions when you want, exploring when you want, hunting pirates etc... the key is in not pushing the envelope... if you are that kind of player you will enjoy the game for years.... if you are "grinding" (trigger word) or exploiting to get quickly to your big 3(-4-5 not sure how many by now) ships you will not enjoy the journey that leads to them... it took me 1.5 years to get a Conda, and it felt g awesome when I finally got in it and started flying in it ... now i have a corvette next to it and nothing was done by pure grind, more so from just playing as the unnamed, unknown, many among the millions serf that you (we) are... (Sorry for english and inconsistency... typing while caring for angry customers on the phone :p)

You can hardly say someone who's got thousands and thousands of hours in the game over numerous years equates to "burned out faster than usual" :)

I'm not playing anymore, if you want to call that "burned out," but I can't grumble at the hours worth of gameplay I had in the game.

Ultimately, Kornelius is simply like a number of players who I suspect expected the game to be a little bit "further along" by now (4yrs on). And demonstrating how NPCs really haven't progressed in 4yrs is just one aspect of this.

That's certrain where I am with it, where 6-18mnths ago I started just slowing down before giving up due to what I saw as a poor lack of progress and a series of poor development choices. I kept hoping for significant improvements in game mechanics and depth... and instead saw shallow bolt ons being green lit.

Anyway, I don't want to put words into his mouth, so I may be wrong, but that's my take on it :)
 
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Ultimately, Kornelius is simply like a number of players who I suspect expected the game to be a little bit "further along" by now (4yrs on). And demonstrating how NPCs really haven't progressed in 4yrs is just one aspect of this.

No, the need for a new video urges him to do whatever is up to, some of us mortals don't have to worry about youtube's revenue.
 
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