One has to say that the title of this thread is very misleading, what what?
Toodly pipsky
Well, its better than saying its too soft I suppose
One has to say that the title of this thread is very misleading, what what?
Toodly pipsky
Gotra say I'm not a fan of the boss fight mechanics, although I can solo Cyclops no probe. I'm not a combat pilot but have played open at Shinrarta just to annoy gankers. I just feel that stronger npc's would give the game a bit more edge, also put more emphasis of engineering ships properly before setting off for mining, trading etc.
Not everyone has the same skill level. Some people find the current difficulty level hard enough.
I agree with this sentiment, but I think you are taking an easy way out. The game shouldn't have to be dumbed down to cater to lower 'skill level' players and remove all significant challenge. There should be a diverse environment with many different levels on the risk/reward balance. There shouldn't be a single 'skill level' that the entire game is balanced for, there is always going to be less and more capable players, and unless you completely maximize or minimize the challenge, people are always going to be left out.Given that only about 50% of the potential player-base even own a copy of Horizons, I doubt that Frontier will rebase the challenge posed by the game in general around engineered ships (and they will know how many or few Engineers players who do own Horizons have bothered to unlock too).
As already mentioned, not every player has the same level of skill - and Frontier set the challenge posed by the game taking into account all players, not just they highly skilled.
Why in the world should a NPC suit all tastes? If I took a risky contract and my employer's opponents set a killsquad after me, they sure shouldn't be tasty!As it is hard to make a balanced NPC to suit all tastes, why don't you 'handicap' your ship? Use weaker sheilds, strip the engineering off of your weapons. Then NPC's will be harder for you.
Then whats the point of having G5 engineering, or taking the time to get big ships? Missions should have a top end thats far beyond the capability of a player G5 ship, that way they are isolated but there. We have ranks for reason, FD need to scale to it accordingly since we choose where to go (hazardous or not), choose missions (hard or not), or situations (stacking etc). The other is making anarchy systems dangerous, again, optional but needed.
"It's not hard enough"
"No, I don't want to fight the hard fights"
I totally agree. 100% but mine is a short term fix for the individual player until such a time FD do fix it.
I recently became ranked dangerous in Combat, I only ever fight NPC's, I noticed a step up. For a start, they had never used heat sinks effectively before. They use SCBs now. I don't know if this is a new thing across the board (all ranks) or just because I got promoted. I have noticed a difference in them however.
The other thing I noticed was, I used to take the odd combat mission, go wipe out 15 of this mob, when I used to start these, if I took a shot at one, they all started firing at me, now they don't. They just watch their chums get picked off one by one.
Another thing I have noticed is, we know that if you are trying to rank up in combat, you'll do this better by slaying NPC's of the same rank as you or higher. So I'm Dangerous, I take a Dangerous mission and more often than not face Master opponents. What is the point in that? Send me Dangerous opponents, that is what I selected. Even when I've chosen Elite missions, I rarely see an Elite opponent. The only time I seem to see them is in the named target assassination missions or, weirdly, Elite trade missions. But then I've stacked my ship up with cargo and not defensive modules.
There's no difficulty slider in the game - the perceived difficulty is a result of many things - ship build and engineering being significant contributors.I agree with this sentiment, but I think you are taking an easy way out. The game shouldn't have to be dumbed down to cater to lower 'skill level' players and remove all significant challenge. There should be a diverse environment with many different levels on the risk/reward balance. There shouldn't be a single 'skill level' that the entire game is balanced for, there is always going to be less and more capable players, and unless you completely maximize or minimize the challenge, people are always going to be left out.
Are CZs really impossible for players in un-engineered ships?Right now, I think we have the worst of both worlds: no real challenge (at least not in the typical day-to-day activity) but also some combat content that is aimed towards 'high-end' players, but previously was viable for less equipped players. Now beginners can't participate in combat zones, because there they will get murdered by 4 engineered unnerfed NPC federal assault ships...
I expect that we won't see a significant change to engineering modifications this late in the day.Also, engineering is broken, but if engineering effects were nerfed to a sane level, materials would feel even more like a tedious grind for lottery tickets than it is right now. Broken game mechanic is broken, what can we do...
Indeed - and it was the player's choice to take the contract / mission - in that case there'd be little sympathy for any player complaining that the consequence of their choice was too hard.Why in the world should a NPC suit all tastes? If I took a risky contract and my employer's opponents set a killsquad after me, they sure shouldn't be tasty!
I think the biggest problem is how regimented everything is- its far too predictable. I used to BGS murder in a throwaway Clipper, minimal if none engineering and would regularly be running from ATR and cops. I could do this because I knew the timings, how NPCs respond etc. FD need to make the mix of ships, timings more unpredictable to catch people out.
I've noticed this 'advance' in behaviour / ability too - improved aggression as well as defensive ability, no comparison to a human opponent for sure, but good enough to present a better challenge than previously....
I recently became ranked dangerous in Combat, I only ever fight NPC's, I noticed a step up. For a start, they had never used heat sinks effectively before. They use SCBs now. I don't know if this is a new thing across the board (all ranks) or just because I got promoted. I have noticed a difference in them however.
...
To be fair, AX is maybe not the best example - while the Interceptors are difficult to beat (especially solo), they do behave like a shoot'em-up level boss - if you get the approach nailed down you'll beat them reliably, and they too become boring eventually. I've hit a motivation ceiling at dealing with Basilisks already - and after having seen a video of soloing a Hydra - well, after having seen how long that video is (2 hours... ) I realised I won't have the patience for it."It's not hard enough"
"No, I don't want to fight the hard fights"
Anyone remember some time back when the npc's were actually dangerous, and subsequently got nerfed? Would like to see them back and think they would fit the game nicely now.
(And getting out of interdiction was twice as hard)
I don't agree that difficulty should be increased acrsso the board, but scaled more intlligently according to a combination of the cmdr's combat rating (as it is now), but also taking into account the engineers the cmdr has unlocked.Anyone remember some time back when the npc's were actually dangerous, and subsequently got nerfed? Would like to see them back and think they would fit the game nicely now.
In your opinion you may be correct. In my opinion it's fine as it is. I get to survive most of the time. That's good enough for me.Its not hard enough in the right places. PvE challenge flatlines far sooner than top end engineering capability and missions.
The trouble with that is that as it stands you rank up just by playing. I'm elite in two of the three sections and as a result the game gives me harder NPCs on the assumption that with all this playing experience I must be better. The truth of the matter is that I'm getting old and my reflexes and starting to slow so that opposite is true.What's with people and their lever wiggling from one extreme to another? NPCs too hard? Nerf them to oblivion. Now they are too easy - buff them significantly. Rinse and repeat.
Why can't we have difficulty grades? We already have threat levels - tune NPCs accordingly. Helpless, novice and everything on that side should be like fishing in a barrel. You win if you manage to hit them. On the other side, dangerous or elite should be approached with skill and gear.
Something for everyone. I want to have easy target just to blow off some steam. If I want a challenge I'll go to high threat place. But leave me easy victims too.