No, they catered for the average, not the lowest. Important difference.
If those who I am thinking are actually the average... ohwow
No, they catered for the average, not the lowest. Important difference.
When I played C64 I never looked into magazine. Same goes for the early PC games. I remember being stuck in Monkey Island for weeks because I wasn't aware of the English term: "Monkey wrench". So I didn't know I needed to use a monkey on a bolt. And it's not something you'd try on a hunch.
Plus, if you're a player who occasionally dies from an NPC attack, you might not see that as a problem which makes you look for solutions because you don't know all the tricks. It might be you feel the occasional death is the right balance. Then all of a sudden the NPCs are dialed up and you're constantly dying from NPCs. Of course you're going to figure something went wrong in the balancing.
Like fer sher.You're right.
It also points to the need of in-game information on Comms, intrusive audio critical news, etc.
For a combat player, sure, since his combat rank will increase, so should to a certain extend the encounter be scaled. But I'd rather have scary areas in the galaxy where rookie pilots better stay out of, but have enemies with higher bounties, more valuable hauls. Then that could regulate itself. But we all know how likely it is that that will be implemented.Best way would be a gradual escalation in NPC aggro and hardness, all stages announced in Comms, GalNet etc with the respective needed lore. IMHO
If those who I am thinking are actually the average... ohwow
No, they catered for the average, not the lowest. Important difference.
Probably not related to the average - as that does not indicate how many players are above or below it.
Probably more likely related to the median - as fully half of players are either above or below median skill.
Not sure you understand variable notation N being the variable in the N%.
Every NPC destroyed increments combat rank. It's a "time served" metric to a great extent - not really about skill at all.
Probably not related to the average - as that does not indicate how many players are above or below it.
Probably more likely related to the median - as fully half of players are either above or below median skill.
I did profess it's a rudimentary system, but within a few words you managed to contradict yourselfIt's an "NPCs destroyed" metric, which has only an implied correlation to time.
That still doesn't equate to skill, but a) you'd still think that after a few hundred NPC kills a player has learned basic escape techniques and b) it still doesn't explain why NPC difficulty cannot be optionally higher.
Who does it hurt to have, as an arbitrary example, a new difficulty of RES featuring aggressive and potent NPC wings?
*cough* median is a type of average.
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Some players will reach their skill plateau at a lower level than others - remembering that combat is only one of three paths to Elite - the other two don't require the player to fire a shot.
Is it?
I thought it was the middle value (for an odd number of datapoints) or the average of the two middle values (for an even number of datapoints) when the datapoints are ordered by size.
Not sure you understand variable notation N being the variable in the N%....
Not sure you understand variable notation N being the variable in the N%. Some one would need a certain percentage of skill/ability to know the hight wake skill and how to properly outfit a ship for survival is not something a new player someone at say at a low N% rate, but killing new players seems to be the preferred method for SOME (not all thats a given) PVP Bros
The top N% are those that are not the lower (100-N)% in this context. It's not a personal "N" - the upper part of the skill distribution curve.
Yeah, "average" covers a vast quantity of measures. The average you are thinking of is the "mean" average; median and mode are both two other types.
Saying "they probably used median instead of average" is like saying "that blue vehicle is a Ford Focus, not a car".
When you have done statistics and realised the number of ways an "average" can be presented, you very, very quickly lose faith in any kind of marketing/sale figure. I could make almost any set of results with a reasonable level of variation look catastrophic or incredible at a whim.
You dont need to be top N% player to survive a gank attempt. Proper outfitting, common sence and basic skill to high wake.
Solo lets you avoid ganking.
Cheers, Phos.
Why is it that some Solo players feel the need to blast that argument every time someone else starts talking about the suitability of open encounters? It's dismissive, and smacks of "neener neener". And then they wonder why some Open players look down upon them...
Why is it that some Solo players feel the need to blast that argument every time someone else starts talking about the suitability of open encounters? It's dismissive, and smacks of "neener neener". And then they wonder why some Open players look down upon them...
Disco!Well, misconceptions and stereotypes abound on this subject, from both sides of the aisle.
I like to remind people that Open is not compulsory.
Cheers, Phos.
I'm hearing stereo neenering. Does that mean I get to look down on Open players?
Present company excluded of course. Been flying in Open last few days myself, and it's a perspectivial impossibility to look down upon myself. Except for in the mirrors in the bedroom. Big champagne on ice. Prisoners own device.
Edit:
Disco!
Graceful input
/s