The game shouldn't encourage you to get better.
In that case, why does the game pay you more for killing a Hydra than a Cyclops?
The game shouldn't encourage you to get better.
I personally do not have any problem with engineering, PvP or ganking, it simply is not something what disturbs my way of playing ... in case of engineering I use system of it to have more fun and allows me do things more efficitently. Imo there are many, many things which makes all of direct PvP unbalanced in ED and engineering is just part of it ... Next to this is nonconsensual PvP in this game full of toxicity, hate and rude behaviour, ... and this all are exactly opposite reasons for why I like playing games. I use all game modes, depends about ship which I like to use, where I want to fly, what I want to do and what mood I have ...Do you actually "Like" the engineering system? Or do you recognize it as inadequate and possibly contributing further to whatever ganking problem there may be?
Technically it doesn't as it takes longer to kill one than the otherIn that case, why does the game pay you more for killing a Hydra than a Cyclops?
It's true that "Thargoids" is supposed to be the answer to people wanting more challenge, but unfortunately I think fighting them means following a fixed sequence of actions, and FD have allowed one weapon to become the clear meta. Also, it's not as well paid as it ought to be.In that case, why does the game pay you more for killing a Hydra than a Cyclops?
The "shieldless cargo-optimised hauling ship" is because cargo runs used to be very unlucrative with very little opportunities to earn good money. So the meta evolved to max out the puny opportunities for maximum return. It is a direct player reaction - some would call it emergent - to FD's overarching design philosophy of nickel and diming all the content against work, or "grind" in-game.Sure, but you've gotta consider why things are unequal. A big part of it is that the ideal way to play is in a shieldless cargo-optimized hauling ship, unless you're specifically doing combat.
IF entering low-sec were dangerous enough to warrant a defensive build even on cargo haulers, and
IF low-sec were rewarding enough to make up the difference, so people would still be willing to do it even with the reduced cargo capacity
AND if hostile players were generally shepherded towards low-sec systems
THEN the inequality would be much reduced, because most times players would encounter hostile players, they'd be prepared for combat anyway.
Fly in ointment is that whatever you do to your tradeship, does not make it able to repel even single player-ran proper combat ship. Turrets are so nerfed that bah, and your flying cow does not have manouverability to use any other types of weapons. Best you can do is make ship tough enough to be able to high wake or menu log.Sure, but you've gotta consider why things are unequal. A big part of it is that the ideal way to play is in a shieldless cargo-optimized hauling ship, unless you're specifically doing combat.
IF entering low-sec were dangerous enough to warrant a defensive build even on cargo haulers, and
IF low-sec were rewarding enough to make up the difference, so people would still be willing to do it even with the reduced cargo capacity
AND if hostile players were generally shepherded towards low-sec systems
THEN the inequality would be much reduced, because most times players would encounter hostile players, they'd be prepared for combat anyway.
Nobody should be pushed to be better, but the game should encourage it.
Pvp is not hard mode. It is a different kind of gameplay entirely than pve. There is easy pvp against inexperienced pilots and there is hard pvp against veteran pilots. This game lacks any means to differentiate the two, so it's basically hard. But, it is a completely different gameplay mechanic than pve, which can have its own difficulty ranging from easy to hard.
I have no issue with low skill requirements, but there isn't much game for folks who want anything more and I think it should give both sides an opportunity to experience all content at the difficulty they feel is appropriate.
In that case, why does the game pay you more for killing a Hydra than a Cyclops?
More what? Credits per minute? Or credits per mission?In that case, why does the game pay you more for killing a Hydra than a Cyclops?
Well, it's a combination. People fly shieldless because they can. And why wouldn't you, if you can with no real consequences?The "shieldless cargo-optimised hauling ship" is because cargo runs used to be very unlucrative with very little opportunities to earn good money. So the meta evolved to max out the puny opportunities for maximum return. It is a direct player reaction - some would call it emergent - to FD's overarching design philosophy of nickel and diming all the content against work, or "grind" in-game.
Credits per kill is the aspect that most clearly demonstrates dev intention. The amount of time it takes to get the kill is largely dependent on player skill. Aranioros Stormrage killed a Medusa in 3 minutes in a beluga, so the principle is very much intact that by killing more difficult targets you can make more credits per hour.More what? Credits per minute? Or credits per mission?
I guess it depends on how you define 'need'. Like, if a player wants to go into a thargoid scout POI, they 'need' to have more skill to survive. But that's only if they want to go there in the first place. If they want to get access to synthesis of certain weapons, they need engineering materials you can only get from killing thargoids. If you want access to certain tech broker items, same thing.More risk, more reward. But no need to go after harder targets.
People run shieldless or lets say capacity optimised things because they must. Try little trading run, and see what kind of profit marginals you get. In fact without big enough cargo space you could run on loss. Especially if you buy your fuel and so on.Well, it's a combination. People fly shieldless because they can. And why wouldn't you, if you can with no real consequences?
I'm pretty sure Stormrage can do it because they have an arsenal of engineered and unlocked stuff. Pebble Fartless, a mere peasant in the eyes of the average elitist player, has but beginner gear and it takes them a lot longer and it is a lot more challenging and more tedious.Well, it's a combination. People fly shieldless because they can. And why wouldn't you, if you can with no real consequences?
Credits per kill is the aspect that most clearly demonstrates dev intention. The amount of time it takes to get the kill is largely dependent on player skill. Aranioros Stormrage killed a Medusa in 3 minutes in a beluga, so the principle is very much intact that by killing more difficult targets you can make more credits per hour.
I guess it depends on how you define 'need'. Like, if a player wants to go into a thargoid scout POI, they 'need' to have more skill to survive. But that's only if they want to go there in the first place. If they want to get access to synthesis of certain weapons, they need engineering materials you can only get from killing thargoids. If you want access to certain tech broker items, same thing.
I guess it depends on how you define 'need'. Like, if a player wants to go into a thargoid scout POI, they 'need' to have more skill to survive. But that's only if they want to go there in the first place. If they want to get access to synthesis of certain weapons, they need engineering materials you can only get from killing thargoids. If you want access to certain tech broker items, same thing.
I don't think it's quite in a semantic area yet.Hmm.. we are probably getting into semantics here, but i don't see why it needs to encourage it either. Options exist. Take them or leave them.
So, if PvP isn't hard mode, why do people need to git gud?
I think that there should be some in-game encouragement pushing you to get better. You think that people will chose to get better without any help from the game.
The people who don't wanna get better and the people who can't get better are not harmed by encouragement to get better.No i do not. Some people are fine with not getting better, have no desire to get better, and some people are not capable of getting better.
I agreeI think that there should be some in-game encouragement pushing you to get better. You think that people will chose to get better without any help from the game.
I think you already get interdicted more if you have high value stuff, and of course the pirate will be graded according to your combat rating, so there is that ..Let's say you're a trucker shipping high value goods, it should be harder than shipping low value goods. You should get interdicted more often, the enemies you face should be stronger, etc. You're delivering goods to a dangerous place, it should be harder than delivering goods to a safe place. Time != Difficulty. Simply making it more time consuming does not make it harder.
Yep!Functionally speaking, there's no real difference in the gameplay. You load up cargo, jump to your destination, cruise in for a landing and land. Fine, great. Easy content should be just that. Harder content should include something unexpected that requires more of you than just doing the exact same thing and getting paid more for it.
I think fdev tries to do this to some extent, as I said aboveThe existence of harder content is not harmful to low skill players. They aren't missing out on any content. The only difference is the ones and zeroes packed in their cargo hold is different and the pixels on the map are in a different spot. It's still the same gameplay, just harder.
This is the main reason I never got into AX combatWe hold up AX combat as proof that the game offers that, but it has it's own pile of issues. It requires significant grind doing completely unrelated gameplay before you are even capable of participating. The parameters of play have reduced the loadout options to very few options. The reward for winning (for a reasonable player capable of winning) is lower than the reward for much simpler activities, and completing the content doesn't really contribute to anything. At the point you're capable of conducting the activity successfully, you've already gotten everything.
For AX to be a reasonable activity with a difficulty curve, there would need to be easier versions of it. It shouldn't demand a massive grind before you can even begin.
Totally agree: an elite cmdr should have to pass a few difficult tests, not hundreds of easy ones.No other gameplay requires that a player jump through so many hoops and waste so many hours shooting rocks and scooping widgets.
And, doing that for every other gameplay just makes it easier and easier and easier to the point where you can AFK your way through most content.
Then the question is, what would make those sorts of game loops more interesting for you?I am able to 'get better' at things that interest me, which doesn't include the majority of the game loops present in this game. So I enjoy those aspects of the game I like, and ignore the rest. For example, I've not even bothered to go see one of those alien thingies.
Being attacked based on your combat rating is a thing, but it is balanced based on unengineered ships. Engineering has totally destroyed that challenge. Additionally, the rate at which the difficulty increases is extremely slow. For the elite pilots, how long did you play before you got elite? For not elite pilots, how long have you been playing and you're not elite yet? (No need to answer out loud, just take that into consideration)I think you already get interdicted more if you have high value stuff, and of course the pirate will be graded according to your combat rating, so there is that ..