So I've been playing the game since launch and during the first month or so I died a fair few times, sometimes through error and other times because NPCs were too tough.
I'm now flying a vulture for bounty hunting purposes and I'm starting to believe that, without pilot error, its almost impossible to die against NPCs. I log on, fly to a asteroid belt, fight for a few hours collecting bounties and fly home to collect at the end of a session. I don't even worry about how much I've made anymore because I don't die.
Now, don't get me wrong, I have a huge amount of fun killing ships and whizzing in and out of asteroids, but their is no fear any more, and for me that has meant that the game has lost something... its Dangerousness! For that I now have to go find humans to kill but it must really suck for solo players.
I think that the game should be difficult against NPCs no matter what ship you are flying... or at least there should be some chance of death! My personal opinion is that the difficulty should be raised several notches. Am I alone in thinking this?
I kind of lumped them together but you make a fair observation. The best fights are when the shields go down. Wish it wasn't such a big deal when they did though. I'd love to be able to make an armor tank that worked in PvP.I think people are confusing 'challenging combat' with 'risky combat'. They are not the same thing, per se.
Let me use the 3 Anaconda Strong Signal Source as an example. I got one of these the other day, 1x Elite, 2x Deadly Condas. I was flying a Python with dual SCB and Pulse loadout at the time. I spent about 20minutes poking at them, trying to take down one before they got through my shields. The combat was challenging, I had to maneuver like crazy, make full use of pips and time my shield cells well. However there was almost no risk at all. Any time where I was worried they were about to break through my shield I boosted away to get a breather. There was absolutely no chance of me losing my ship. That is trivialised combat.
Again, I think you are missing the point. We can go out in Sidewinders, once you know the mechanics it's all too easy to disengage from any unfavourable situation.
I'm now flying a vulture ...
So I've been playing the game since launch and during the first month or so I died a fair few times, sometimes through error and other times because NPCs were too tough.
I'm now flying a vulture for bounty hunting purposes and I'm starting to believe that, without pilot error, its almost impossible to die against NPCs. I log on, fly to a asteroid belt, fight for a few hours collecting bounties and fly home to collect at the end of a session. I don't even worry about how much I've made anymore because I don't die.
Now, don't get me wrong, I have a huge amount of fun killing ships and whizzing in and out of asteroids, but their is no fear any more, and for me that has meant that the game has lost something... its Dangerousness! For that I now have to go find humans to kill but it must really suck for solo players.
I think that the game should be difficult against NPCs no matter what ship you are flying... or at least there should be some chance of death! My personal opinion is that the difficulty should be raised several notches. Am I alone in thinking this?
okay i do see what you're saying there, but i'm thinking about the dynamic involved in the encounter.
for example, you say that its too easy to disengage from conflict,
but what would be the reason for conflict in the first place?
if you're after bounties and you disengage, then you dont get the bounty.
if you're in a smaller ship and you're being attacked by a bigger ship then retreat is often wise!.
but if you go out in a cobra with the intention of collecting bounties and you go up against larger ships
and consequently have to fly like you've never flown before...
at the end of the session you will feel like you've earned every penny.
or you impose restrictions on yourself.
thou shalt not use FSD to escape conflict
I think you are overlookign something in your equation.I agree that there should always be an option to disengage, or at least attempt to do so. However, that should require a greater level of pilot skill. Currently it's trivial to hit the jump/sc button and be out of there. It takes little to no skill, only a cursory awareness that your ship is at risk. This is why it trivialises combat, the cause of death by npc is only ever inexperience or massive pilot error. Contrast that to a game like DCS World. Disengaging from combat, especially if you are outclassed by a superior aircraft, is a matter of considerable skill and experience. If you simply turn tail and run in a straight line you will die pretty much every time, unlike Elite.
Sure, I'm not saying that challenging combat isn't rewarding in and of itself. I enjoyed my tussle with the Anacondas. Thing is, if we have to impose restrictions on ourselves to add risk to the game it's obviously indicative of the fact that that risk simply is not there in the game mechanics. I'll admit that I don't have a handy solution, I'm against the concept of people being trapped in combat with zero possibility to escape since that simply isn't fun. Anybody who has played EVE knows how one sided a fight can be when an opponent is webbed and warp scrambled, it's an execution not a fight.
Currently the only 'high risk' situation I can think of is being mass locked in the middle of a belt/asteroid field in a slow ship and accidentally hitting a friendly, turning everything in the site hostile.
While this might hold some water to the current ED, there have been proposals to alleviate this.if the devs rescale the enemies to be harder, then it will make the game too hard for people still learning the ropes.
While this might hold some water to the current ED, there have been proposals to alleviate this.
Populating low security systems with harder enemies is one of them. This would give newbies space and time in high sec systems to learn the ropes, while providing better challenges to experienced players if they wander into lawless space.
I think you are overlookign something in your equation.
I am not familiar with DCS, but if it is anything like other flight sims, there is a big difference compared to Elite:
Getting downed in a flight sims does not invalidate potential hours of playtime. If you get shot down in a flight sim, all you "lose" is the current game, with zero repercussions.
In Elite, the loss of a ship means the invalidation of a potential 3-4 hours of play. And I don't see how increasing the difficulty of getting out of the potential RNG event of an enemy wing jumping in on you in a CZ/RES/whatever and opening fire without the player having the chance to avoid them in advance will be beneficial to the game with its current cost of ship loss.
And in any case, while I do agree that a lot of mechanics and maneuvers in Elite should be harder/more reliant on skill, I don't see how this should be acomplished with the mechanics that Elite currently offers.
The correct use of the energy distro system in combat is currently the most "difficult" thing to master, apart from FA off maneuvers. And both offer (in their current iteration) little space to make escaping from combat more challenging. There is no potential stall, g limit, potential use of ground clutter for "stealth" or chance of blackout/redout in Elite (yes, I know the cute red/black animation in fast turning ships, but that is just a visual effect with 0 impact on gameplay).
Edit: I also disagree with your term of losing: I don't see the need to see your ship explode. Having to run from a fight means to me that you have lost, as your enemy has pushed you from the CZ/RES/whatever and you might have to pay for repairs as well.
nearly everything in life is hard until you work out how to do it. then its easy. you have the best combat ship in the game and you know how the game works.....
dont forget that you didnt start off in that position!.
So I've been playing the game since launch and during the first month or so I died a fair few times, sometimes through error and other times because NPCs were too tough.
I'm now flying a vulture for bounty hunting purposes and I'm starting to believe that, without pilot error, its almost impossible to die against NPCs. I log on, fly to a asteroid belt, fight for a few hours collecting bounties and fly home to collect at the end of a session. I don't even worry about how much I've made anymore because I don't die.
Now, don't get me wrong, I have a huge amount of fun killing ships and whizzing in and out of asteroids, but their is no fear any more, and for me that has meant that the game has lost something... its Dangerousness! For that I now have to go find humans to kill but it must really suck for solo players.
I think that the game should be difficult against NPCs no matter what ship you are flying... or at least there should be some chance of death! My personal opinion is that the difficulty should be raised several notches. Am I alone in thinking this?
Whoops, it seems I misread then, sorry about that.I didn't actually define 'losing', I said that there was no chance of losing my ship which is different.