Make it hard

Fair enough, then fit a KWS and pay a visit to Robardin Rock, Carcosa :D
He's already made the point that he doesn't like to go out of his way to find any 'difficult' encounter but prefers such to come to him, unlikely to jump 22,000 LY to play around Robardin Rock...

I'm glad to be so lousy at combat, I still get plenty of challenge thrown my way - including those cuddly Spec Ops ships 🤣
(My point being that once one is 'too good' the only real challenge in the game is other players)
 

Deleted member 121570

D
He's already made the point that he doesn't like to go out of his way to find any 'difficult' encounter but prefers such to come to him, unlikely to jump 22,000 LY to play around Robardin Rock...

I'm glad to be so lousy at combat, I still get plenty of challenge thrown my way - including those cuddly Spec Ops ships 🤣
(My point being that once one is 'too good' the only real challenge in the game is other players)

There's always time trials if you're interested ;)
 

Deleted member 121570

D
You have my attention...



Fly em FA-off :)
 


Fly em FA-off :)
Oooo...

Thanks for that (y) I've copied the links to yellow note and will chase around like a lunatic in a couple of weeks :cool:
 
It's clear that some players want that. Whether it should be the general case for all players, or not, is a matter of opinion. There are already situations where the player very likely has to flee to survive - and I expect that Frontier already know from their game analytics how many players are destroyed playing the PvE aspects of the game.
With safe/dangerous zones each could still choose the difficulty level he wants to participate in. But higher difficulty level could yield higher profits.
 
Conflict zones. Those are some intense firefights, where so far I haven't destroyed a single ship there, and if there are any more than one ship attacking me at a time, chances are my shields would go down faster than I can orient myself.

So yeah, you want challenge, just try a salvage mission where 4 NPC Sidewinders spawn in, and melt your ship before you can even get your guns out.
 
A very simple way to make your Elite experience much harder is to fight real players instead of toasters.
Noob hunters aside, the pvp element imposes the highest skill challenge in the game.
Once you rid yourself of any allergic reaction to eating rebuys its also the most fun.
 
Since the AI can make impossible turns, never needs a real FA off since the AI is, by default, a FA, and doesn't seem affected by mass lock or FSD cooldown, I'd say making them "harder" would be in the form of a few more chaffs and shield cell banks. So the NPC won't ever really be harder, they'll just take longer. Jousting for 10m isn't harder than jousting for 2 minutes, it's just more tedious. Don't make them more tedious.

That said, I was attacking a wing of 4, going after an assassination mission target, and so in my FdL I approached the target FdL wtih the 3 Vultures flying wing, and proceeded to bump this thing along until it almost lost shields. Then it started charging the FSD after putting away the hardpoints, and I opened up on him. They never returned fire the entire time, I just freely plinked this thing to death and the wingmen just flew around like panicking parakeets. I think there's a bug where they never redeploy HPs once they store. Didn't know it then, know it now. I did know they wouldn't engage you and you could basically ram them to death as long as you got one shot in to count for the kill.
 
A very simple way to make your Elite experience much harder is to fight real players instead of toasters.
Noob hunters aside, the pvp element imposes the highest skill challenge in the game.
Once you rid yourself of any allergic reaction to eating rebuys its also the most fun.

While I agree with your post, I want solid PvE too, since a well set up system would fill the rest of the game in a more dependable fashion (i.e. its always available via missions, CZs etc).

I always mention the time I stacked several pirate lords, was wanted, had a cargo mission into an unknown system (and had to go to the nav). By sheer luck I had two corvettes, an FdL, Anaconda pirate lords pop up as I scanned the nav, I had an Adder pirate NPC try to hatchbreak me while this was going on, I had a bounty hunter in another medium pop up, police saying hi- it mashed the pants out of my Corvette and I loved every second of it as I took them on. Ever since I wanted that sort of sweaty palms experience more often in PvE where I know I have to work to survive.

The other is re purposing Powerplay to have either part or all of it in Open, then you bring together the best of both worlds and get a structured real time team v team PvP mode.
 
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.

Yeah, if oy the industry had conceived of a way to dynamically change the difficulty of a game depending on context. Oh well, one day...
 
A very simple way to make your Elite experience much harder is to fight real players instead of toasters.
Noob hunters aside, the pvp element imposes the highest skill challenge in the game.
Once you rid yourself of any allergic reaction to eating rebuys its also the most fun.

Unfortunately, to me PvP in ED is incredibly bland and stale. Ttk is way, way too high to the point you can never kill a halfway decent player unless they allow you.

Weak.
 
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.

And in ED you have an invisible difficulty slider built right in! You have:

Sec level
Optional missions (with clear optional wing / solo labels)
Optional features like Powerplay
Optional POIs like CZs, Weapons Fire Detected etc with clear labels
Modes

With all that, you'd think FD could provide much harder optional parts, rather than flatlining challenge so early. By putting much harder missions on the top of the stack as outlined above, it would serve those who want it, and be invisible to those below.
 

Robert Maynard

Volunteer Moderator
With all that, you'd think FD could provide much harder optional parts, rather than flatlining challenge so early. By putting much harder missions on the top of the stack as outlined above, it would serve those who want it, and be invisible to those below.
There are already much harder optional parts - however the desire from some seems to indicate that that's not enough for them and they want a global change.

There are player controlled difficulty sliders too - as choice of ship, modules and engineering for a task may well affect the outcome.
 
Unfortunately, to me PvP in ED is incredibly bland and stale. Ttk is way, way too high to the point you can never kill a halfway decent player unless they allow you.

Weak.
In some cases it certainly can be for sure.
In others this is just not the case.
As example ill point to the recent 3v3 tournament hosted by NTFS on xbox.
Average time to kill was 4 minutes, no salt was extracted for the entirety of the event.
This is a clip of the final round.
Source: https://youtu.be/WD-0zNf4A8c
 
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There are already much harder optional parts - however the desire from some seems to indicate that that's not enough for them and they want a global change.

Some, maybe. But the top end has to be much harder otherwise a lot of the gathering / unlocking is for nothing and becomes focussed on lower tiers of NPCs, missions etc.

There are player controlled difficulty sliders too - as choice of ship, modules and engineering for a task may well affect the outcome.

Not really, otherwise this invalidates progression and the reason for doing engineering to begin with because it does not correspond to an in game challenge that utilities it.
 
In some cases it certainly can be for sure.
In others this is just not the case.
As example ill point to the recent 3v3 tournament hosted by NTFS on xbox.
Average time to kill was 4 minutes, no salt was extracted for the entirety of the event.

Oh, that sounds fun for sure. But personally I am more interested in something closer to cqc where mistakes are instantly fatal and you are often in a situation where you need pure skill to survive the next ten seconds. :)
 
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