Please dont nerf the AI anymore.

Easy peazy to satisfy everybody:

1) High security systems / RESs have only a few baby NPCs.
Low security systems / RESs have a lot of deadly NPCs.
Anarchy systems are hell.

2) The HUD displays a warning like "Warning, entering low security system!", so the newbies know where they have set their feet in.

3) Also, a new filter in the galaxy map for security level


This way, carebears looking for safe Eurotruck simulator are fine, while others, looking for high rewards (bounty hunting, "collecting" materials from vessels) will aslo face some challenge.


I support this post
 
Nerf the AI? No module targetting??
NOOOOOOOOOOOOOOO!!!

Please don't! Deadly NPCs must bring as much of a challenge as a skilled player!
And I could finally have fun fighting the AI...

I agree....keep the nightmareish NPCs ..but toss em all into the CQC arena or PP for your continued enjoyment
 
Easy peazy to satisfy everybody:

1) High security systems / RESs have only a few baby NPCs.
Low security systems / RESs have a lot of deadly NPCs.
Anarchy systems are hell.

2) The HUD displays a warning like "Warning, entering low security system!", so the newbies know where they have set their feet in.

3) Also, a new filter in the galaxy map for security level


This way, carebears looking for safe Eurotruck simulator are fine, while others, looking for high rewards (bounty hunting, "collecting" materials from vessels) will aslo face some challenge.

This is perfect and exactly what they need to do. How can anyone complain about this? If you want a challenge, jump to low security / anarchy system. Want an easy ride, or new to the game (like me)? Stick to the high security systems.

It's so simple!
 
Easy peazy to satisfy everybody:

1) High security systems / RESs have only a few baby NPCs.
Low security systems / RESs have a lot of deadly NPCs.
Anarchy systems are hell.

2) The HUD displays a warning like "Warning, entering low security system!", so the newbies know where they have set their feet in.

3) Also, a new filter in the galaxy map for security level


This way, carebears looking for safe Eurotruck simulator are fine, while others, looking for high rewards (bounty hunting, "collecting" materials from vessels) will aslo face some challenge.

Na, the tiny few that are at ED who broadcast a desire for high intensity focused combat challenge, should be seeking an isolated location or out of general gameplay areas such as PP or CQC for those overclocked NPCs ...they serve no good function in the general ED world.
 
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I'm sure (hopeful) that Hi sec>low profit.. Low sec>Hi profit systems will arrive in game at some point.. the sooner the better imo.. :)
 
Easy peazy to satisfy everybody:

1) High security systems / RESs have only a few baby NPCs.
Low security systems / RESs have a lot of deadly NPCs.
Anarchy systems are hell.

2) The HUD displays a warning like "Warning, entering low security system!", so the newbies know where they have set their feet in.

3) Also, a new filter in the galaxy map for security level


This way, carebears looking for safe Eurotruck simulator are fine, while others, looking for high rewards (bounty hunting, "collecting" materials from vessels) will aslo face some challenge.

This works really well for me too, it very seems the most obvious way to accommodate everyone as best as possible. To be fair to ED I think they've kind of tried to move this way but making it more defined and clearer would be a good move to my mind.
 
Easy peazy to satisfy everybody:

1) High security systems / RESs have only a few baby NPCs.
Low security systems / RESs have a lot of deadly NPCs.
Anarchy systems are hell.

2) The HUD displays a warning like "Warning, entering low security system!", so the newbies know where they have set their feet in.

3) Also, a new filter in the galaxy map for security level


This way, carebears looking for safe Eurotruck simulator are fine, while others, looking for high rewards (bounty hunting, "collecting" materials from vessels) will aslo face some challenge.

That would be perfect IMO. Also lore friendly!
 
AI development is one of the most difficult stuff. I don't believe too much anyone is good pilot, nor piloting. ED is not a simulation. Everything is make for you to feel piloting a ship but it's just a game. Personally i just care about having fun playing a game and other players too.

So the whiner are those who tell to get AI more difficult, they killed the game just to grow their own illusion feeling of power. No more new player, and old player like me taking no fun fighting. The AI know is just 100% predictable.

It's a game guy, if you want challenge go outside a try help people than be psychopath in a game. This is the question !

You can get yourself a dumb shoot them up, and stop complain.
 
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AI development is one of the most difficult stuff. Don't believe to much anyone is good pilot nor piloting. ED is not really a simulation. Everything is make for you to feel piloting a ship but it's just a game. Personally i just care about having fun playing a game and other players too.

So the whiner are those who tell to get AI more difficult, they killed the game just to they grow their own illusion of power. No more new player, and old palyer like taking no fun fighting. It's a game guy, if you want challenge go outside a try help people than be psychopath in a game.

Get you a dumb shoot them up, and stop complain.

This would make sense if the developer hadn't gone to considerable effort to once again rid portions of the universe of even more AI, change the rates and ranks versus commanders. But they have. So I frankly have no idea what you are even trying to say at this point.

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There's also an option of fitting up a stock Eagle and head out to a Haz Res.

There's the option of fitting up a type 7 with larger shields and boosters too; let's not just through sweeping statements about as though they are magic fixes.

AI that are contextual to location, and reflect the danger (or not) of that is pretty broadly supported. Making AI stupid and irrelevant, is not.
 
This would make sense if the developer hadn't gone to considerable effort to once again rid portions of the universe of even more AI, change the rates and ranks versus commanders. But they have. So I frankly have no idea what you are even trying to say at this point.

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There's the option of fitting up a type 7 with larger shields and boosters too; let's not just through sweeping statements about as though they are magic fixes.

AI that are contextual to location, and reflect the danger (or not) of that is pretty broadly supported. Making AI stupid and irrelevant, is not.

No one said anything about a magic fix. We all agree there are issues from both ends of the spectrum. However, if you need a challenge, there are ample opportunities to get those satisfied. One of them being what i mentioned.
 
A massive nerf hammer smashed the AI today.

But thats not all , another one is on its way... they plan on stopping AI from targeting sub modules !

Please FD , I am fine with stoping the low ranks from not targeting sub modules, but the high ranks should target the sub modules all the time !

The rule of AI should be : If the player does it , so can the AI.

A while back I remeber being told that elite ranked NPCs would use FA/OFF but I guess such improvement and game feature is going to be removed?

The low ranks can be as dumb as you want , but the high ranks need to be hard... the elites need to be borderline impossible... (they are the elite afterall)
You can nerf the low ranks , thats fine... but buff the high ranks , or at least just the elites...

I beg you FD


I don't agree
right now after the Engineers can pimp our modules, some of the mods (dirty/clean drive tuning) will affect our durance of the modules. I got hit in my Anaconda right to my thrusters....DAMN with torpedos or something
Hull: 97%
All Modules: 96-99%
Thrusters: 0%

i tryed to repair them with AMU but the NPC's continued shooting at already disabled thrusters. I tryed restart and repair....2 times!!! (yes i had enough time for this) and the thrusters were still at 0% because every time i got 1% the NPC's continued shooting THE SAME MODULE.
I don't have to tell you that it took more than 7 minutes until they broke my hull (military grade) because they just continued shooting my thrusters. 7 minutes (!!) where i only was able to watch how i die, slowly...very slowly. No chance to flee, no chance to fight back without thrusters. But the hope for system-authority prevended me from taking self-destruct. They didn't came....

They shouldn't disable that NPC's hit modules, but they have to improve their behaviour. Disabling only if they are not able to improve it.
 
No one said anything about a magic fix. We all agree there are issues from both ends of the spectrum. However, if you need a challenge, there are ample opportunities to get those satisfied. One of them being what i mentioned.

So one portion of the community has to compromise, they other does not? Please. This isn't logical. Frontier are trying. I'd like to see more logical application of security and NPC relevance, so people are not forced to hop into a tiny fighter to get their thrills, because that is litterally the only way.

Let's just not.
 
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So one portion of the community has to compromise, they other does not? Please. This isn't logical. Frontier are trying. I'd like to see more logical application of security and NPC relevance, so people are not forced to hop into a tiny fighter to get their thrills, because that is litterally the only way.

Let's just not.

Being daft isn't becoming. Think about what i said then look at your response.
 
How is making low ranks and high ranks easy fun?
It just removes the learning curve and makes playing the BGS pointless , makes bountyhunting pointless

Privata, there is no really fun in (with a Corvette) fighting an fdl just:

#loop

1)turning around,

2) wait the target be in front of you

3) hitt him for 2\3 second before his boost end.

If (enemy hull > 0) Then (goto "loop") Else "exit"

Still testing the new fightining...
 
Privata, there is no really fun in (with a Corvette) fighting an fdl just:

#loop

1)turning around,

2) wait the target be in front of you

3) hitt him for 2\3 second before his boost end.

If (enemy hull > 0) Then (goto "loop") Else "exit"

Still testing the new fightining...

And your solution is making NPC FDL's park in front of you like ducks so you can kill them easily on a slow turning ship?
 
Just downloaded the update but can't play sadly enough. Seems to be having server issues.
Anyway, looking purely at the patch notes, I don't think this was really such a massive nerf.
The dangers are still there for the higher ranked players.
But I agree about not going any further at this moment.
Give this patch at least a week or two before even thinking about doing more changes.
Maybe this one already hit the sweet spot and players just need some time to realise it.
 
A massive nerf hammer smashed the AI today.

But thats not all , another one is on its way... they plan on stopping AI from targeting sub modules !

Stop Whing. Seriously. Deal with it.

Not everyone is interested in combat and flying a state-of-the art combat ship on every mission.

The AI nerf was more than necessary, especially since it was cheating.
 
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