News NPC AI Update - 2.1.03 and beyond

Hi everyone,

Just wanted to share a quick update with you as we go live with the 2.1.03 update. You can see the full list of changes on the forum post here, but we wanted to point out a few tweaks and updates that we made in order to further improve your experience with the NPC AI. We also wanted to share a few AI changes that we have planned for a future update, too.


For 2.1.03 we fixed a bug where AI were using too tight a turning circle at low levels, we reduced ranks of Powerplay interdictors, lowering the chance of powerplay ships choosing to interdict you by 25%. The interdiction rank range has been reduced by one both above and below the player. It is also now based on your combat rating. We’ve made a change that ensures there will be a pause before AI attacks you after you’ve been interdicted… previously some Commanders would be immediately bombarded as soon as they’re pulled from supercruise.

We have a lot of AI changes planned for upcoming updates too, such as stopping the bottom three levels of AI from boosting (which was an unintended bug), we are looking at stopping AI from targeting sub-modules and we’re considering further reductions on the interdiction rank ranges detailed above.

In a previous update we fixed the AI bug that would create super modules, we stopped the bug that allowed AI aligned powers from attacking you, we reduced the ranks of AI spawning based on accepted missions, and we reduced the ranks of AI in ambient traffic.

The development team are dedicated to making the NPC AI experience as fun as possible, and the right level of challenging, and will continue to work hard on finding the correct balance.

Why not just get them to self destruct as soon as they see you and be done with all this nonsense ?
 
I suggest that players wait and see what the game is like AFTER they get a chance to try it out before forming a fixed opinion on these AI changes.

That way your opinion will be more informed, and hence your feedback more valuable.

Regards o7
 
I know....a combat rank slider!
no...no....no! I am NOT serious!!!!!!
not sure about scaling difficulty though....but in combination with system security it might work
though would love some really dangerous systems


someone is going to claim dangerous AI is locked for low rank players now LOL
 
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The problem is that basing it on combat rankings is rather useless metric as a fair number of people got those rankings not because they are actually dangerous or elite level of good but because shooting down NPCs was easier than shooting fish in a barrel. I suspect there will be a lot of cries that the AI is still to hard after this, I hope there aren't further downgrades to the AI.

I think cutting boost function from AI from the lower 3 ranks is wrong , all levels of AI should be able to use boost on all the ranks, but there power management and their equipment should improve as they rank up so that higher ranks can boost more often and use that boost in power to the engines more efficiently than lower ranks.
 
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Looks Good.
Pls also look at giving NPCs an Risk Reward Calc :)

Its annoying that an 150 Million Ship Attacks me for 3 Tons of Cargo. :)


Thanks for the fast response. Hopefully this will stop the quitting message flood as well.
 
How about giving Mission assigned NPC's a persistent damage model for the duration of their mission, It's really annoying taking on an NPC that is following you relentlessly, taking their Shields down, then their hull to 50%, they bug out (no problem with that) then 10 seconds later they Interdict you again with full Shields and Hull while we are still recovering from the beating they gave you, It's simply not realistic or survivable.
 
How about giving Mission assigned NPC's a persistent damage model for the duration of their mission, It's really annoying taking on an NPC that is following you relentlessly, taking their Shields down, then their hull to 50%, they bug out (no problem with that) then 10 seconds later they Interdict you again with full Shields and Hull while we are still recovering from the beating they gave you, It's simply not realistic or survivable.

Yeah, this should be solved. If there's NPC who chases you or NPC which is your target of mission, it should have some persistence, it is not that hard to store it for duration of mission.
 
Yeah, this should be solved. If there's NPC who chases you or NPC which is your target of mission, it should have some persistence, it is not that hard to store it for duration of mission.

I think they would rather work on solving persistence issues for all NPCs rather than produce one solution just for missions NPCs.
 
could you please refund (ingame credit of ship insurance) the player who has been destroyed during the last patch ?
 
Thanks for the feedback. I am sceptical of combat rank being the only driver for what kind of ships will attack you though. Have you given any thought to varying the difficulty level by areas of the galaxy and system states/security levels, instead of tailoring it to each player? This would give players a way to choose their own difficulty level (avoiding anarchy or low security systems, avoiding systems in war, whatever means you decide to implement), meaning those who don't like to fight don't have to, and those who do can find a serious challenge, with a suitable reward, if they want to :)

It seems to me that balancing like you are doing at the moment will never leave more than one person truly happy, while everyone else will either think the NPC's are too easy or too hard.
 
Thansk for the update. Please keep AIs targetting sub modules. It makes sense. Or at least make it something that the higher rank ones do.

Please do not base AIs on commander ranks. That is bad. They should be based on mission level, location (eg Anarchy more baddies), Security (low lots of various rank baddies, high few baddies but all very high rank) and baddies should not spawn as soon as you enter a new system. Having them spawn as soon as a player drops in to a new system is daft. There is no possible way they can predict where you are going unless they scan your wake and even then they have to jump after you which require time and range. Give it a few minutes befreo they spawn and make them follow your path. That way players can stay one step ahead not constant be one step behind. Its the NPC chasing the PC not the other way around. Cheers for the update.
 

Ozric

Volunteer Moderator
Another yo-yo change for AI difficulty.

Another voice to the please don't stop AI targeting modules. Why would you want to do that?

I'm also confused by why you'd want to stop low rank ships from boosting? Yes I realise it was a bug, but surely the bottom 3 ranks are the ones that need the help avoiding players :D
 
Tying up interdictions to your combat rank is a big "No". It doesn't reflect your combat skills at all. All it does is shows how many NPCs you've killed.
 
Hi everyone,

Just wanted to share a quick update with you as we go live with the 2.1.03 update. You can see the full list of changes on the forum post here, but we wanted to point out a few tweaks and updates that we made in order to further improve your experience with the NPC AI. We also wanted to share a few AI changes that we have planned for a future update, too.


For 2.1.03 we fixed a bug where AI were using too tight a turning circle at low levels, we reduced ranks of Powerplay interdictors, lowering the chance of powerplay ships choosing to interdict you by 25%. The interdiction rank range has been reduced by one both above and below the player. It is also now based on your combat rating. We’ve made a change that ensures there will be a pause before AI attacks you after you’ve been interdicted… previously some Commanders would be immediately bombarded as soon as they’re pulled from supercruise.

We have a lot of AI changes planned for upcoming updates too, such as stopping the bottom three levels of AI from boosting (which was an unintended bug), we are looking at stopping AI from targeting sub-modules and we’re considering further reductions on the interdiction rank ranges detailed above.

In a previous update we fixed the AI bug that would create super modules, we stopped the bug that allowed AI aligned powers from attacking you, we reduced the ranks of AI spawning based on accepted missions, and we reduced the ranks of AI in ambient traffic.

The development team are dedicated to making the NPC AI experience as fun as possible, and the right level of challenging, and will continue to work hard on finding the correct balance.

Hi

thanks for the post... Hopefully I can add a couple of thoughts without too much whining.

1) imo Elite ai absolutely should target modules, and should have a chance of having some pretty feisty loadouts imo.

2) whilst getting attacked by shieldless harmless sidewinders is a bit lame, i think it would be nice to sometimes be interdicted by weaker ships and not always uber killers, equally a small chance of an inexperienced player getting attacked by a touch ship.

3)lore wise are there REALLY meant to be that many elite and deadly ships knocking about? i would say dont nerf the elite ships, just make them rarer.

4) Are AI now sticking to the same rules as players now without cheats or do you feel you need to keep the cheats in the game to make them workable (jump ranges, interdicting advantages interms of their angle of attack and what not (or are we mistaken and the ai do not cheat at all?)

thanks Mike.
 
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