Players have forgotten a fundamental concept, and that's why they're complaining about the difficulty.

Players have forgotten a fundamental concept, and that's why they're complaining about the difficulty.

Risk vs. Reward.

It's finally coming back to the game for traders, miners, etc.... and people have forgotten that this is a fundamental, irreplaceable part of the gameplay mechanics. You want to take a risk in a squishy ship to get that sweet sweet high credit reward? Guess what, it's risky now.

Don't start with the "But mining pays beans, and Explorers are the homeless of ED!"

Yeah, I know, Exploration has been my main gig since combat was trash. Doesn't matter. Until the risk is brought back into balance, the rate of reward can't be estimated and then adjusted to fit. You're just going to have to deal with the fact that FDev is slow and does these things one step at a time just like combat oriented players had to deal with it for a year waiting for FDev to rebalance combat.

That is all. And remember Devs, games that challenge players keep them playing. Once it's beaten that game is replaced and forgotten.
 
Risk vs. Reward.

It's finally coming back to the game for traders, miners, etc.... and people have forgotten that this is a fundamental, irreplaceable part of the gameplay mechanics. You want to take a risk in a squishy ship to get that sweet sweet high credit reward? Guess what, it's risky now.

Don't start with the "But mining pays beans, and Explorers are the homeless of ED!"

Yeah, I know, Exploration has been my main gig since combat was trash. Doesn't matter. Until the risk is brought back into balance, the rate of reward can't be estimated and then adjusted to fit. You're just going to have to deal with the fact that FDev is slow and does these things one step at a time just like combat oriented players had to deal with it for a year waiting for FDev to rebalance combat.

That is all. And remember Devs, games that challenge players keep them playing. Once it's beaten that game is replaced and forgotten.
Unless it is Morrowind!
 
Risk vs. Reward.

It's finally coming back to the game for traders, miners, etc.... and people have forgotten that this is a fundamental, irreplaceable part of the gameplay mechanics. You want to take a risk in a squishy ship to get that sweet sweet high credit reward? Guess what, it's risky now.

Don't start with the "But mining pays beans, and Explorers are the homeless of ED!"

Yeah, I know, Exploration has been my main gig since combat was trash. Doesn't matter. Until the risk is brought back into balance, the rate of reward can't be estimated and then adjusted to fit. You're just going to have to deal with the fact that FDev is slow and does these things one step at a time just like combat oriented players had to deal with it for a year waiting for FDev to rebalance combat.

That is all. And remember Devs, games that challenge players keep them playing. Once it's beaten that game is replaced and forgotten.

Did you somehow not get the info that the NPCs behaviour was a BUG that created unsurvivable, let alone unwinnable scenarios?

That has nothing to do with balance of risk and reward, it frustrates most people and will lead to 90% of p(l)ayers to leave the game.

And you obviously haven't encountered the bug or are trolling. I encountered a FAS in my Anaconda (D-rated, but with Shield Boosters and gimballed Beam Lasers in all positions) - after interdiction, I had its shields down and its hull at 93% in 10 seconds, while it had stripped my shields and my hull to 23%, no thrusters and no FSD left ... I've never seen anything like it.

That wasn't a challenge, that was impossible even to survive; I got really lucky and two equally super-overpowered police craft came to my rescue and I eventually hauled my heap of scraps back to a station and my one million Cr repair bill ...

If the game worked like that, everyone would play in a Sidewinder a few months from now.

So.
 
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That would be the only reason to play both of them. I stopped unmodded Skyrim about 10 hours in.

400 hours on Skyrim, never even got halfway through the main story. Still don't know how it ends and I don't care. Bethesda hasn't written a good campaign in a decade. 380 hours were modded gameplay.

300 hours on Fallout 4 in 3 months, 285 hours of it were modded gameplay. Never finished the main story and don't care. Also haven't played it since those first 3 months, it didn't keep my interest as long as Skyrim, which didn't keep my interest as long as Oblivion, which also didn't keep my interest as long as New Vegas, which I played through start to finish without mods the first time and loved.

So, unless it's FO:NV for me. :D
 
Did you somehow not get the info that the NPCs behaviour was a BUG that created unsurvivable, let alone unwinnable scenarios?

That has nothing to do with balance of risk and reward, it frustrates most people and will lead to 90% of p(l)ayers to leave the game.

And you obviously haven't encountered the bug or are trolling. I encountered a FAS in my Anaconda (D-rated, but with Shield Boosters and gimballed Beam Lasers in all positions) - after interdiction, I had its shields down and its hull at 93% in 10 seconds, while it had stripped my shields and my hull to 23%, no thrusters and no FSD left ... I've never seen anything like it.

That wasn't a challenge, that was impossible even to survive; I got really lucky and two equally super-overpowered police craft came to my rescue and I eventually hauled my heap of scraps back to a station and my one million Cr repair bill ...

If the game worked like that, everyone would play in a Sidewinder a few months from now.

So.
So obviously he isn't talking about bugs... reread his post.
 
Did you somehow not get the info that the NPCs behaviour was a BUG that created unsurvivable, let alone unwinnable scenarios?

That has nothing to do with balance of risk and reward, it frustrates most people and will lead to 90% of p(l)ayers to leave the game.

And you obviously haven't encountered the bug or are trolling. I encountered a FAS in my Anaconda (D-rated, but with Shield Boosters and gimballed Beam Lasers in all positions) - after interdiction, I had its shields down and its hull at 93% in 10 seconds, while it had stripped my shields and my hull to 23%, no thrusters and no FSD left ... I've never seen anything like it.

That wasn't a challenge, that was impossible even to survive; I got really lucky and two equally super-overpowered police craft came to my rescue and I eventually hauled my heap of scraps back to a station and my one million Cr repair bill ...

If the game worked like that, everyone would play in a Sidewinder a few months from now.

So.

No, I'm a hax0r with infinite shields, ammo and damage so I don't notice bugs.

That sounds like a pretty expensive coffin you're flying, I'd recommend spending half as much on a ship that can actually defend itself for improving your gameplay experience when fighting against NPC's that know how to fit ships better than you.
 
We have searching for mats/scans/comods tedium now too, Who needs extra risk or rewards when we can have tedium. Everybody says so. \o/ :)
Flimley.
 
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Regarding Risk v. Reward, FD has upped the risk everyone faces, without increasing rewards with the new AI. I am not suggesting that I would prefer an easier AI, but you, OP, made the link. The current commotion is about shifting the risk upwards, and altering the value of combat in the game. From launch combat had a certain level of demand across the board, allowing players to focus their ship builds, and play styles to that demand.

I am a combat focused player. The new AI suits me fine but, I can concede that for many players, those that have focused on other aspects of the game, the new AI may seem to have foisted a combat focus on them. In all honesty, I can see their point. In the end, after seeing the hue and cry brought out by the changes, I wouldn't blame FD for scaling back the difficulty to allow for those not interested in a combat heavy experience to thrive. I would accept that the amount of challenge I enjoy be scaled down, to the benefit of other players enjoyment. Does combat have to be the focus of everyone's game time?
 
No, I'm a hax0r with infinite shields, ammo and damage so I don't notice bugs.

That sounds like a pretty expensive coffin you're flying, I'd recommend spending half as much on a ship that can actually defend itself for improving your gameplay experience when fighting against NPC's that know how to fit ships better than you.

Next step, remove fitting options! Blizzard had it right with Diablo 3 - when there is a chance of a "wrong build" resulting in suboptimal combat efficiency, why tolerate the possibility existing? Just auto-assign the stats and let players pick the power and skill buffs they want at will!

I mean, I assume that's the logical outcome when seeking an improved gameplay experience, right? Why leave wrong options in? :B
 
Next step, remove fitting options! Blizzard had it right with Diablo 3 - when there is a chance of a "wrong build" resulting in suboptimal combat efficiency, why tolerate the possibility existing? Just auto-assign the stats and let players pick the power and skill buffs they want at will!

I mean, I assume that's the logical outcome when seeking an improved gameplay experience, right? Why leave wrong options in? :B

Oh is that why Path of Exile has less players than D3 on PC....

Err...

Oh... Nevermind...
 
Oh is that why Path of Exile has less players than D3 on PC....

Err...

Oh... Nevermind...

Is it? I really don't know, I haven't played Path of Exile [noob] But you seem to agree! Next step - fixed ship archetypes for fun and profit [money] Evolution in action - weeding out the suboptimal so only the most effective remains. Such is the price of living in a cut-throat galaxy [arrrr]
 
Is it? I really don't know, I haven't played Path of Exile [noob] But you seem to agree! Next step - fixed ship archetypes for fun and profit [money] Evolution in action - weeding out the suboptimal so only the most effective remains. Such is the price of living in a cut-throat galaxy [arrrr]

It's hard to find accurate numbers but PoE doubles D3 in peak hours now.

Let me show you a picture of Path of Exile's skill tree so I can show you why it's more popular than Blizzard's sequel to their second most popular game of all time.

passive-skill-build-tank-templar.png


Yes, you can't even see it all on the screen at the same time.
 
Unless it is Morrowind!


Is it possible to "beat" Morrowind? I lost count of the number of months I spent just wondering around doing random jobs. I know there was some underlying story, but I was having too much fun just immersing myself into the world to actually bother with it ;).
 
Risk vs. Reward.

It's finally coming back to the game for traders, miners, etc.... and people have forgotten that this is a fundamental, irreplaceable part of the gameplay mechanics. You want to take a risk in a squishy ship to get that sweet sweet high credit reward? Guess what, it's risky now.

Don't start with the "But mining pays beans, and Explorers are the homeless of ED!"

Yeah, I know, Exploration has been my main gig since combat was trash. Doesn't matter. Until the risk is brought back into balance, the rate of reward can't be estimated and then adjusted to fit. You're just going to have to deal with the fact that FDev is slow and does these things one step at a time just like combat oriented players had to deal with it for a year waiting for FDev to rebalance combat.

That is all. And remember Devs, games that challenge players keep them playing. Once it's beaten that game is replaced and forgotten.

With the greatest respect - who are you to define a 'fundamental concept' for all of us? You will need to clarify that hubristic declaration.
 
It's hard to find accurate numbers but PoE doubles D3 in peak hours now.

Let me show you a picture of Path of Exile's skill tree so I can show you why it's more popular than Blizzard's sequel to their second most popular game of all time.

http://pathofexileuniqueitems.com/wp-content/uploads/2015/06/passive-skill-build-tank-templar.png

Yes, you can't even see it all on the screen at the same time.

So...you meant more players then? Oh. Now things make sense.

That's a skill tree? It looks like a cry for help from a crop circle enthusiast. How do they balance all that? [where is it]
 
it's not a problem of it being difficult..... I for one like the new AI.... my problem is it needs to be balanced, as it right now, it just annoying to the point that people are leaving the game because of it. one example....
8 jumps to make, interdicted 7 Times. each time you take damage because of the spinning interdiction issue regardless of if you submit or not.
and I fear that engineers will be jut like Power Play, and QCQ, both failed achieve what the could have.
The grinding and then the roll of the dice are just not my thing, and to be honest, I have over 2600 hours in the game right now and at the point of uninstalling it.
 
Is it possible to "beat" Morrowind? I lost count of the number of months I spent just wondering around doing random jobs. I know there was some underlying story, but I was having too much fun just immersing myself into the world to actually bother with it ;).

You're supposed to spend the early game enchanting every item of clothing possible with athletics, health and speed bonuses, and then when you can literally jump over mountains in a single bound you just blitz around doing all of the missions and hitting all of the landmarks.

It's not at all strange that my Nord Warrior wears a skirt on top of his pants, no....
 
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