I Died to an NPC :(

Yes, the Python interdicted me, I've only got D equipment on the Type 9, I haven't been able to fight an interdiction yet, but the problem was the mass lock.
I didn't realise a Python mass locks a Type 9.
My 6D shields were down in a few seconds.

It was a Deadly Python Adjuster. The Adjusters have been attacking me outside stations too, there have been so many of them.
Most of you probably aren't lucky enough to get attacked by the Adjusters :)

You tried to fight a python in a Type 9? lolz
 
I'M MAKING THE TOP END MORE CHALLENGING WHILE MAKING THE LOWER RANKS EASIER. The last update fixed a load of AI bugs that seriously impacted difficulty. Now I have a baseline, I can make all the balancing tweaks I need to do. On my build I've already made lower ranks less accurate. By the time I'm done, there will be a nice wide range of AI abilities, something for everyone.

For myself at least, all ranks of the Ai are too easy. I can understand I may not be the average player though. That said, are you open to specific suggestions on how to improve the Ai at higher difficulties? There are certain maneuvers the Ai could make to make them fight better, more so than just better weapons or more accurate firing.
 
I'M MAKING THE TOP END MORE CHALLENGING WHILE MAKING THE LOWER RANKS EASIER. The last update fixed a load of AI bugs that seriously impacted difficulty. Now I have a baseline, I can make all the balancing tweaks I need to do. On my build I've already made lower ranks less accurate. By the time I'm done, there will be a nice wide range of AI abilities, something for everyone.

Sorry Sarah, some people don't have a sense of humor, or separate joking vs serious dev talk. :( I love "mwhahah my minions" forum jokes and I also hear that lower ranks will be easier. I also plan to stick to competent and below when you're done :), but it's nice that other players will enjoy more of a challenge.
 
I'm sorry... I shouldn't grin at this... :D (laughs wickedly as she resumes her work on the new, much better tactics) I just know someone's gonna tell me to tone this down one day...
Never ever ever give in to nerf-criers!
I absolutely love the new AI and can't wait to be outsmarted even more in the future :D
Keep up the good work!

To OP: if you need protection and provided we play around same time, I would love to provide you with some cover while you trade and save up to your Anaconda monster-trader :)

- - - Updated - - -

I'M MAKING THE TOP END MORE CHALLENGING WHILE MAKING THE LOWER RANKS EASIER. The last update fixed a load of AI bugs that seriously impacted difficulty. Now I have a baseline, I can make all the balancing tweaks I need to do. On my build I've already made lower ranks less accurate. By the time I'm done, there will be a nice wide range of AI abilities, something for everyone.
Ok, only keep your hands off the nerf-bat! ;)
 
I'M MAKING THE TOP END MORE CHALLENGING WHILE MAKING THE LOWER RANKS EASIER. The last update fixed a load of AI bugs that seriously impacted difficulty. Now I have a baseline, I can make all the balancing tweaks I need to do. On my build I've already made lower ranks less accurate. By the time I'm done, there will be a nice wide range of AI abilities, something for everyone.

I have a clever idea for the lower end ships. Make them have a "potential" which can make them behave "better" than what they seem. So cry babies can be surprised and blown up. :D Like a "Messi" not fully matured or a talent of some kind which is rated like a harmless but flies like a competent. Well, if this is possible, because it will make AI even more unpredictable and more human like. Elite should be Elite but lower ranks can be hiding a better rank than they show on the HUD. Because of talent or a "hidden" skill.
 
well just had my backside handed to me as well - clipper and a vulture working together while I tried to mine. needed just 1 more tome of silver for a 10 mission that was going to pay well

this is what I have missed since we first had NPC's

Am I upset no - I did it wrong I recognised early on I had a vulture and a clipper against me - I recognised it had top of the range shields on the vulture I recognised earl;y on that I was taking a pounding

Still stayed and went toe to toe - another definition of stupidity to add to my list
 
  • Like (+1)
Reactions: DJ
Mass Inhibition FactorShips
6Sidewinder, Eagle, Hauler
7Adder, Courier, Viper
8Type 6, Cobra, Diamondback
10Vulture
11Asp
12Clipper
14Federal Dropship
15Orca
16Fer-De-Lance, Type 7, Type 9
17Python
23Anaconda

THat just doesn't make any sense at all.

MAss lock should work according to ships's mass.

How can a fer-de-lance mass lock a dropship, clipper or orca?

Why does the python mass locks a t-9 (and why the t9 has the same factor as t7when it has more than twice the mass).Actually the t9 has more than twice the mass of an anaconda.

But the fer-de-lance mass lock factor is ridiculous.

MAss locking according to ships mass would make a lot more sense:

0014 - Hauler
0025 - Sidewinder
0035 - Adder
0035 - Imperial Courier
0050 - Eagle
0060 - Viper
0155 - Type 6
0170 - Diamondback Scout
0180 - Cobra
0230 - Vulture
0250 - Fer-de-lance
0280 - Asp Explorer
0298 - Diamondback Explorer
0350 - Python
0400 - Imperial Clipper
0400 - Anaconda
0420 - Type 7
0580 - Orca
0580 - Federal Dropship
1000 - Type 9

Weight os modules and cargo should also be taken int oaccount, but the list above would make a lot more sense as a base for mass locking.
 
MAss lock should work according to ships's mass.

How can a fer-de-lance mass lock a dropship, clipper or orca?

It was stated by one of the devs in a thread a few weeks back that:
(a) the mass lock factor was based upon an approximation of average total mass (so including modules, weapons, etc as well as hull mass)
(b) the table you quoted was wrong for a couple of ships, the Fer-de-Lance being one (MLF 12 rather than 16)
 
I'M MAKING THE TOP END MORE CHALLENGING WHILE MAKING THE LOWER RANKS EASIER. The last update fixed a load of AI bugs that seriously impacted difficulty. Now I have a baseline, I can make all the balancing tweaks I need to do. On my build I've already made lower ranks less accurate. By the time I'm done, there will be a nice wide range of AI abilities, something for everyone.

Good to read.

And are you making the AI actually play their role? Or will it be psycho AI only?

Right now there's no distinction and as such the AI are just as dumb as ever and only add to the game for a handful of players. Meaning you're still going to run into the exact problem you replied to. AI, one-trick-pony, griefers. There's enough of those when the children are on summer break.
 
It was stated by one of the devs in a thread a few weeks back that:
(a) the mass lock factor was based upon an approximation of average total mass (so including modules, weapons, etc as well as hull mass)
(b) the table you quoted was wrong for a couple of ships, the Fer-de-Lance being one (MLF 12 rather than 16)

That may be the case, but it doesn't detract from askavir's post. Even fully kitted out, a Python should not mass lock a T9.

My python is max A class everything but life support and scanner. Even with 200t of cargo, it's barely above the mass of a stock, empty T9. With this logic the Anaconda shouldn't be immune to mass lock from a Python, either.

I can think of a way it might make sense, but I'm not being paid to spin for them.
 
To the risk of being obvious, folks give poor SJA a chance to implement all of her goals, and FD to implement them (one will always lag the other). ;)

She is currently working out the bugs in the AI models - This is reflected in all NPC being better since the last patch - and will get even better next patch (or when the code gets to the main branch).

She is now working on balance, I.E. making harmless really harmless, and Elite the killers they should be - but it won't get in until later - again when it's incorporated into the main branch.

I strongly suspect that next she will get around in creating NPC's objectives - be it just pirating, wantom destruction, escorting (which will tie into NPC hiring - don't be surprised to see that announced next month), bounty hunting, or any /as many/ objectives as can be determined / wanted.

It takes time, so a glob of patience is needed. :)
 
I'm ashamed to admit it. Might be time to uninstall.

He seems to be spawn camping me now. Just got interdicted by the same Deadly Python, barely escaped the second time.

I just bought a type 9, I wont lie, I'm not impressed with its combat capabilities.

What did you expect? A Type-9 is a freighter not a fighter!:eek:
 
TONE THE EASY END DOWN. Stop pushing the case for high end until proper scaling and player consent is in place.

Making it hard is one thing, but even suggesting that you laugh at players having difficulties with being interdicted and destroyed by Deadly AIs is the single most disrespectful thing anyone at Frontier has ever posted. I had tremendous respect and trust for you and Frontier being able to manage the difficulty up to this point, but if that's a genuine statement then you've just lost it all. Being an official representative of Frontier and posting that you're amused at people dying really paints you and Frontier in a bad light. Playful joke or not.

You want to make Elite the hardest game ever *AT THE TOP END*? Go right ahead. But until you fix the difficulty across the whole scale you'll end up steamrollering the silent majority of 'average' players out and kill the broader game, turning it into a tiny minority fragfest. That would be a disaster, so I hope there's people at Frontier ready to muzzle the obsessive pursuit of difficulty before it cripples new player experiences.

Jeepers .. Chill out a bit.. It's a game, for fun, you know, not real
I grin all the time at stuff like this, and if you win at sports, and if something you created works well, it's a joy :)
 
I'M MAKING THE TOP END MORE CHALLENGING WHILE MAKING THE LOWER RANKS EASIER. The last update fixed a load of AI bugs that seriously impacted difficulty. Now I have a baseline, I can make all the balancing tweaks I need to do. On my build I've already made lower ranks less accurate. By the time I'm done, there will be a nice wide range of AI abilities, something for everyone.

Do you have any sway over spawn ratio?
Around 90% of "High intensity" RES is extremely sparse.
Devoid of the purported roaming security patrols, usually just two or three miners with the occasional ambitious Sidewinder or Eagle making guest appearances.
Personally I'd like to see a bit more Intensity in the High intensity area's. (numerically speaking of course, as the larger AI already sufficiently chews my stern) :p

Few more Patrols, Miners and Pirates at High RES... please.

Thanks for all your hard work, really enjoying the bigger battles.
 
Back
Top Bottom