Thanks for the heads-up. Just to stray off-topic briefly:Yes, these threads tend to degenerate quickly. So far so good in this one - I've seen worse. Keep it on topic and helpful, and as always, if you have nothing constructive to add then just move along.
PSA over. Right on, Commanders.
Your problem is that if you don't want to do combat, you shouldn't have done combat.
Combat ranking is raised ONLY by combat (contrary to other rankings that can be raised by multiple ways), that means that you did enough combat to go up the ranks but didn't increase your skill in the process.
How is that a game's fault?
Looks like you didn't read what I said.
My skill level has little or less to do with anything. The NPC skill level suddenly increased. So, for the exact same every other variable, there are now presented more skillful opponents. That would seem to me to be entirely the game's "fault".
Also, many apologies for not reading the bit in the manual where it said "Warning: Never engage in any combat in this game if you don't want it to suddenly be made harder at some random point in the future.".
The difficulty is not with the being jumped by a wing of powerfully armed ships that know what they are doing, several posters including the OP have done that. Nor is it in dealing with a skilled Anaconda interdicting you, much advice has been given in this thread and the forum of the ways to survive that.
The difficulty is, after surviving with noticeable damage to your ship and next to no shield at best, in dealing with the interdiction with your ship in that state, all the advice assumes that your ship starts out with full shields and everything working.
Right on CMDR. There were a lot of CMDRs that sat in CZ killing off the backs of the police to drive up their rank and credits. Now that FD tied that rank to the NPC - ow my[hotas]Okay. Fair enough.
So, just for everybody else, who might experience the same issue, I'll leave several points lying here. Free for grabs.
1) What other game gets easier as you progress. More importantly, what game would WANT to do that. One of the points of the game is to present a challenge. Without things to overcome, the game becomes dull and stagnates in gameplay which is boring. You suffered something I started to call "A Robigo syndrome". If you progress through the game faster than you should (and faster than your skill is growing) You'll run into problems. Stepping up into the big ships game requires both mental readiness and that of a bank account. Big ships present big opportunities, but also big risk and potentially big losses. Big ships also attract a lot of attention.
That there isn't a bug or badly designed mechanic. It works very well for rooting out people not ready for it.
That's why so many people are asking support to reset their ranks. They stepped into a level they are not prepared for.
Blazing your own trail is nice and shiny, but too much freedom can lead to a disaster. By your own fault. The game does what it says on the box.
2) It has been said too many times, already, during the past weeks, but I'll repeat it, nonetheless.
Missions are dangerous. How dangerous they are is written in their description. If you think you can't handle whatever the game throws at you at that given level of dangerousness, don't accept it. The fact that you did that kind of mission several times and nothing happened doesn't mean anything. It is, again, a base mechanic of the game that stuff happens randomly. Randomly, but within the rails YOU chose to follow when you accepted the mission.
3) "I'm in the A-rated Python, and..." is used as an argument against the game's difficulty way too often. Python is a trading ship. And armed transport, to be precise, but still the fact that she has five big guns, doesn't make her a combat ship, not does it make her any kind of universal ruler. Python is a ship in which you can trade a tad bit safer than in Lacons. But that's it.
4) Combat is not fair by default. There are no recorded occurrences of perfectly even ships, piloted by perfectly even pilots, equipped with perfectly even weapons. In a fight, you either have the upper hand, or you don't. The outcome depends on your judgement, not the fairness of the fight.
I hope you will come in terms with the Elite, one day. Until then, good luck in 21st century and o7, commander.
Right on CMDR. There were a lot of CMDRs that sat in CZ killing off the backs of the police to drive up their rank and credits. Now that FD tied that rank to the NPC - ow my[hotas]
Right on CMDR. There were a lot of CMDRs that sat in CZ killing off the backs of the police to drive up their rank and credits. Now that FD tied that rank to the NPC - ow my[hotas]
Right on indeed.
I still don't quite get the RNG though. I just pulled 42m Cr of stacked missions and not a single CONTACT let alone interdiction. I almost wondered if I was alone in the Galaxy.......
The difficulty is not with the being jumped by a wing of powerfully armed ships that know what they are doing, several posters including the OP have done that. Nor is it in dealing with a skilled Anaconda interdicting you, much advice has been given in this thread and the forum of the ways to survive that.
The difficulty is, after surviving with noticeable damage to your ship and next to no shield at best, in dealing with the interdiction with your ship in that state, all the advice assumes that your ship starts out with full shields and everything working.
What ever happened to low wake out and drop quickly to give time to plan high wake , let shields build, repair ...etc. I use to do that but haven't in a while. Does it still work?
I'm pretty late to this NPC discussion party, and I just want to make sure I have the basic chain of events correct before I jump in and start spouting off about things I know nothing about. I'm honestly not trying to start an argument here.
From my understanding, prior to the 1.6/2.1 release, NPCs were overall quite easy to kill, and some players complained about the lack of a challenge. So with the 1.6/2.1 release, FD made some tweaks to the NPC AI to make them smarter and tougher to kill, and in the case of 2.1 (Engineers) they inadvertently(?) gave NPCs access to uber-powered engineered weapons which were capable of practically one-shotting even commanders who were proficient at combat. This caused another round of complaints, and FD responded by removing NPC access to engineered weapons while retaining their better AI, with the possibility that their access to engineered weapons will become available again in 2.2 in some limited fashion.
Is that about right? Thanks!
Exactly my point. People cry about broken mechanics, but they fail to see that it was broken BEFORE, when they could murder NPCs by thousands. Now it works and they are finding out that shooting at moving target is much more complicated.
I actually have the same "problem" I do stack mission. I get interdicted maybe once, twice a day. Actually when I was trying to make that clip about using mines, I posted here, somewhere, it took me two hours of waiting with five missions and a 100T of cargo on board befre someone decided to interdict me.
I really think there is something else going on and these people are doing something terribly wrong, but I wasn't able to decipher it, yet...