News NPC AI Update - 2.1.03 and beyond

... 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.

That is a bloody good point, nice idea too.
 
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.

All of this. Really good suggestions here.

Also a timer for them to drop into normal space from supercruise. If they are chasing you in SC, they drop instantaneously (and often in front of you) if you exit SC. A player would require time to approach the wake and slow down before dropping in. It really sucks.
 
Very good! Looking forward to seeing what this update brings to the party! I'm pretty happy with the current AI behavior, but those super tight turns and the boosting beyond an AI's ship spec was a bit over the top.



WOW! How original!

Congrats on the 15th billion post containing this tired, worn out phrase. [rolleyes]

*sigh* If I had a dollar for every cliche phrase I read on this forum...

;-)
 
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A lot of decent tweaks. I personally hate games that use scaled encounters. It's rare that a developer manages to get the balance right so you never even suspect. I would have hoped that it was based on the type of system, it's security, your ship vs their ship and if your cargo was worth it. That way as you naturally progress through the game, getting better and thus probably getting bigger ships and more expensive cargo you will encounter tougher NPCs, regardless of your ranks.
 
Thank you, Brett C and the rest of Frontier for all the hard work, and listening to our input on the forums (which sometimes or even very often is unnecessary rude).
I do love your game.
 
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.
Tying up anything with your combat rank is stupid, period. It basically means an "Elite" player can't fly anything other than a big badass combat ship (unless they want to either get ganked or flee consistently).

What if I want to take a spin in a Courier? I'm gonna face wings of Elite Pythons everywhere I go? A weird universe, this galaxy is.
 
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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.

Rush to Elite combat rating against pre 2.1 NPC's eh?
 
Tying up anything with your combat rank is stupid, period. It basically means an "Elite" player can't fly anything other than a big badass combat ship (unless they want to either get ganked or flee consistently).

What if I want to take a spin in a Courier? I'm gonna face wings of Elite Pythons everywhere I go? A weird universe, this galaxy is.

i also earnt this combat ranking vs previous ai , not the current bunch of horse apples

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Rush to Elite combat rating against pre 2.1 NPC's eh?

didnt rush just played the game for over a year, not elite either, but, i certainly am not at a master level for combat purposes, i suck at combat
 
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i also earnt this combat ranking vs previous ai , not the current bunch of horse apples
To be clear, I'm only Dangerous now (was Master when 2.1 hit). I'll probably be Elite one day (if I continue playing anyway ...). I have little issue killing stuff in my FdL (and I like it). The same can't be said when I take my Clipper for a spin.

That's the whole issue for me. Either I fly my FdL (maybe one day a Corvette, who knows), or I'm bullied by the AI as even as a semi-decent pilot, a wing a Deadly Pythons is a force to be reckoned with in a non-combat ship, even combat fitted.
 
To be clear, I'm only Dangerous now (was Master when 2.1 hit). I'll probably be Elite one day (if I continue playing anyway ...). I have little issue killing stuff in my FdL (and I like it). The same can't be said when I take my Clipper for a spin.

That's the whole issue for me. Either I fly my FdL (maybe one day a Corvette, who knows), or I'm bullied by the AI as even as a semi-decent pilot, a wing a Deadly Pythons is a force to be reckoned with in a non-combat ship, even combat fitted.


yeah exactly i switched trades from my combat days in early elite when you could take a conda out with a sidewinder to exploration, now flying an unarmed exploration vessel is a nightmare for me, im not interested in the big ships and should'nt be forced to use them.
 
...but those super tight turns and the boosting beyond an AI's ship spec was a bit over the top.

I got some of that last night in a conflict zone. One second the NPC was within 500m constantly circling my ship, then when i was able to change directions/speed to break out it had super boosted and was 3-4 km away. I'd close back in and we started all over again. Almost every 1v1 fight I had was like that, only the ranges differed depending on the ship. It got old real fast.
 
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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.

Surely it's fairer than it used to be, though? The patch notes imply it was previously tied to *whatever* your highest PF rank was, so you could have been Mostly Harmless at combat but been interdicted by combat Elite NPCs if you happened to be an Elite trader/explorer.
 
Surely it's fairer than it used to be, though? The patch notes imply it was previously tied to *whatever* your highest PF rank was, so you could have been Mostly Harmless at combat but been interdicted by combat Elite NPCs if you happened to be an Elite trader/explorer.
Obviously it'll help those Harmless traders but what about Deadly pilots who what to trade casually? They're now forced to trade in a combat fitted conda?

I understand there's gonna be some rules but at some point it becomes a "no no no you won't play like you want, at all".
 
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.

Cool beans. As long as the high-end ranks stay as good as possible without 'cheating', I'm all for making the lower ranks a fun challenge for less combat-oriented players. :)

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Please ! dont nerf even 1% the high ranked NPCs

Doesnt sound like it was nerfed, unless you consider fixing bug in their flight model a nerf. :)
 
Cool beans. As long as the high-end ranks stay as good as possible without 'cheating', I'm all for making the lower ranks a fun challenge for less combat-oriented players. :)

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Doesnt sound like it was nerfed, unless you consider fixing bug in their flight model a nerf. :)
They plan on making it so they dont target sub modules... that would be a nerf and a feature removal.
Like removing Team Death match in UT
 
Please can you tell me why a Wednesday morning for the server down time. I play this and Black Desert Online and the servers are both down on Wednesday morning. Do you developers have something against people who have Wednesdays off. I am gonna have to do some real world stuff!!!


I would totally start a revolution with you, but I'm off Sunday's and Monday's. But, Pshht, doing real world stuff is cause for rebellion. ��
 
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Great - thanks all around for those improvements.

This should be good because the more combat oriented people will have a higher combat rank and they will get the challenges they want based on their profession.
 
My penny's worth...

NPC's & Equipment should be as good as they can be programmed to be; modified by - / rarity (c.f. Player distributions) / location / system security level / mission level taken / risk & reward.

The above should mean encounters for lower ranking players v's high level npc are reduced to a minimum not removed completely (we should all learn to run occassionaly); and those that want the combat challenge can seek out the appropriate risk level for their ability.

Edit - Respective difference in skill level should be taken into account when awarding % rank progression.
 
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