How 'bout some nerfs?

What sort of basic knowledge are you suggesting is needed? I think a player should be able to give their feedback/observations regardless of their knowledge level - their fun is just as valid a criterion as the fun of someone who knows the game backwards. In fact, sometimes it's necessary to get fresh eyes on things.
This can be. Often times people don't even realize why a certain activity is fun for them or how the game archives this. Not suprisingly some even cannot comprehend issues devs or other players explain.

Nonsensical I suppose for those who have as much time to play as you clearly do. Unfortunately, for us lesser mortals for whom this is a GAME and not a JOB, the credit earnings would be a massive issue if dropped by as much as you suggest. It would require a re-balancing of the entire economy, including ships and modules, not to mention mining. You can't just slash credit income by half and call it a day, especially not if a privileged group of players will be almost entirely unaffected by it!
I would agree with your view if it was for other games, that have a dedicated ending. Due to EDs open ended nature make long term goals a feasible way to design player progress. Additionally bigger and better ships and modules are more of an opportunity than a requirement to experience the game. However, this design simultaneously makes a lot of ships kind of obsolete, as the games does not provide a reason to use them. Need For Speed Underground had a similar issues, because you could beat the game with the first car you received. Player freedom and progression oppose each other. Personal preference might play a huge role in this, but if you look at games, most of them take the route of restricting the player in order to establish a progression system. The first few hours of ED have that kind of progression system, but then it gets pretty much thrown under the bus, currently.
 
Or at the very least, let module reinforcement protect externals as much as it does internals.

Unfortunately, the current meta heavily favors shields. So much so, that people don't often bother with missile defenses, and just equip more shield boosters lol.

I’ve been running an ECM lately, and honestly, it isn’t bad with practice. It won’t stop 100% of missiles, but with careful use, it can prevent quite a few from getting through. The trick is keeping distance until the shields return.

By running ECM, I am sacrificing quite a bit of defenses via shields. Admittedly, It’s kind of a crappy trade, but fun to goof around with.

Missiles shouldn’t be nerfed to the point where they’re useless, but there are certainly some balance changes needed regarding them and their countermeasures.
Really? I already struggle with NPC equipping all the HRP they can get.
 

Deleted member 110222

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The typical player flies a Cobra Mk3. Everyone else is a cheesy min-maxer :D
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Nerfing the Python like that just makes the Krait best in class, so doesn't really fix anything.

As far as LTDs and VOs are concerned, I honestly feel like all the expensive mined commodities should be much more rare, and technically be 'materials'(so zero mass/size). Right now there's no reason to collect normal commodities because they just take needed cargo space. If they didn't take space, people might actually collect the normal stuff.
Earlier Elite games had more granular storage and measured gemstones in grams instead of tons.
 
Really? I already struggle with NPC equipping all the HRP they can get.

You need to follow FDevs design concept of buff and counter-buff.
Corrosive MCs are the way to go if you struggle with NPCs with too much health. Just go all MCs anyway: incendiary and corrosive and you get shield stripping and hull wrecking weapons that basically require no distributor power and therefore you can keep a lot of pips on ENG to get the needed speed and maneuverability to counter the reverse-U-turn tactic of the NPCs (the only thing they do anyways).

Or just ignore combat at all.

BTW: sniping powerplants isn‘t that effective anymore since NPCs will repair it and since quite some time getting the powerplant to 0 doesn‘t blow up the ship requiring to get the hull down to 0 anyway.

in short: FDev buffed and counter buffed the combat of the game so often that it became an unenjoyable mess.
 
Earlier Elite games had more granular storage and measured gemstones in grams instead of tons.
Which made so much more sense. We could've had gem strikes while mining which would improve mining without turning it into the ridiculous spectacle of hundreds of tons of gems being delivered. It would've been much easier to adjust the payout to balance mining by tinkering with those drops. We could've had courier missions for small packs of precious gems making more small ships useful. Piracy of these small packages would make that entire pastime more sensible. 🤷‍♂️
 
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