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The name Elite: Dangerous is a reference to the combat rankings Elite and Dangerous and has nothing to do with game difficulty.
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The name Elite: Dangerous is a reference to the combat rankings Elite and Dangerous and has nothing to do with game difficulty.
The name Elite: Dangerous is a reference to the combat rankings Elite and Dangerous and has nothing to do with game difficulty.
Rrrrright... And you earn that by popping tic-tacs and hiding behind rocks?
For someone looking at the title for the first time, the assumption that the gameplay may in some way be 'Dangerous' is an "ill-conceived notion".... sure.
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They better re-work that trailer then.
Better objectively (i.e. for everyone). It's not like if FD drops/nerfs SCBs, you'll start massively losing in PVE, right? I'm not suggesting that PVE should be somehow "sacrificed" to PVP, not at all (in fact, I prefer PVE myself, I just like to have the occasional PVP fight, so I play in Open, not Solo). I simply believe that if the game is well-balanced, it's a step forward, regardless of the game mode, and since the possibilities offered by the game are huge, anyone can find a comfortable niche for oneself. Do you really need items of huge power (SCBs, like they are now) to beat the cr*p out of stupid NPCs? Come on, I can destroy an elite NPC Anaconda with a A-grade Viper 9 times out of 10 if I use SCBs, and I'm not even a good pilot! It's just not OK! If I try to do it without SCBs, however, it's a whole different story - my ass is kicked at least 6 times out of 10, if not more, simply because the damn thing is constantly frying me with turreted lasers, even if I stay on its six. Sure, it's much more difficult that way, but who said that putting down a small frigate with a fighter should be easy?Better for who? I'm not playing 'only PVP'. I rarely play in Open. I enjoy the PVE groups and Solo mode because I like having a big ship and "making my own story". I don't need Demon's Souls In Space. All these changes for "PVP Balance" directly affect me in my little bubble playing a game I 'thought' was going to be PVE focused with PVP as an afterthought. Now we have the most discussions I've seen since launch from the developers in these subjects based around PVP "balance".
You can get Elite rank in Trading, in Solo. So yeah, the "gameplay" has nothing to do with the "Dangerous" moniker. Although I think some would prefer it to be called Elite: COME ON PLAY HOW I WANT SO I CAN PK YOU COME ON IT'S FUN OMG COME ON. But I don't think that would fit on the box well.
Nailed it, I couldn't have put it better myelf. +Rep.I would like to bust a myth that games should be balanced around PVE or that majority of players never even touched PVP. There is absolutely no evidence it is so. Vocal PVE minority wants easy IWIN buttons and their ultimate mantra is: "BUT U CANT BALANCE GAME AROUND PVP OMG". ED should be balanced around both, they are both equally vital in online game where you meet other humans.
Balancing around PVE should not mean lowering the difficulty of combat to ridiculously low levels. It is absolutely not true that PVE player = incapable 10 years old child who wants easy win while shooting easily acquired big guns. Also, any post including word "griefer" should be automatically disregarded since griefing currently affects what? 0.0000001% of ED population? Or maybe even not that. There should be stuff for everyone to do and have fun.
PvE too, actuallyConsumables dictating the outcome of a PvP encounter is bad game design.
It depends what you're doing. I have to give up scanners as a trader and that cuts me off from exploration income. Or extra cargo space. There's always trade offs. And in a game with a wide range of player ages it makes little sense to reduce combat to a twitch skill. It has to be make people work for the kill and it has to give less able players who have the wit, a means to live to fight another day.
If you just beef up hulls you'll just have people complaining that armour is too efficient. In the end I guess it's philosophy. I like long involved tactical combat with scope for weapons choice, tactical sub-system targetting, wearing down of shield cells, complex power management etc. Naval combat not fighter aircraft. And if most engagements end with one party limping away then that's fine.
With wings and better grouping we'll have ways of dealing with armoured turtles.
For me this suits a wider customer range and you do see this in other MMO's. Everything I play or have played from Star Trek Online, through LOTRO to Elder Scrolls and ArcheAge have insta-heal mechanics. And most have a vocal PvP element who find it inconvenient.
Nothing will kill Open quicker than making combat less survivable, particularly for traders and that's the risk too much emphasis on PvP runs.
I would like to bust a myth that games should be balanced around PVE or that majority of players never even touched PVP. There is absolutely no evidence it is so. Vocal PVE minority wants easy IWIN buttons and their ultimate mantra is: "BUT U CANT BALANCE GAME AROUND PVP OMG". ED should be balanced around both, they are both equally vital in online game where you meet other humans.
Balancing around PVE should not mean lowering the difficulty of combat to ridiculously low levels. It is absolutely not true that PVE player = incapable 10 years old child who wants easy win while shooting easily acquired big guns. Also, any post including word "griefer" should be automatically disregarded since griefing currently affects what? 0.0000001% of ED population? Or maybe even not that. There should be stuff for everyone to do and have fun.
Better objectively (i.e. for everyone). It's not like if FD drops/nerfs SCBs, you'll start massively losing in PVE, right? I'm not suggesting that PVE should be somehow "sacrificed" to PVP, not at all (in fact, I prefer PVE myself, I just like to have the occasional PVP fight, so I play in Open, not Solo). I simply believe that if the game is well-balanced, it's a step forward, regardless of the game mode, and since the possibilities offered by the game are huge, anyone can find a comfortable niche for oneself. Do you really need items of huge power (SCBs, like they are now) to beat the cr*p out of stupid NPCs? Come on, I can destroy an elite NPC Anaconda with a A-grade Viper 9 times out of 10 if I use SCBs, and I'm not even a good pilot! It's just not OK! If I try to do it without SCBs, however, it's a whole different story - my ass is kicked at least 6 times out of 10, if not more, simply because the damn thing is constantly frying me with turreted lasers, even if I stay on its six. Sure, it's much more difficult that way, but who said that putting down a small frigate with a fighter should be easy?
BTW, if you don't want to be PK-d, but still don't want to leave Open Play, you can always do some missions/trading in remote systems, then go fight other players (or not) for fun, in the more populated systems. I don't see the problem with constant unavoidable PKs. Besides, almost any ship can escape a fight by boosting and jumping away - if your ship is small, it will likely be faster than the pursuer, and otherwise you're fat anyway and your shield/hull can take a beating while the FSD charges up.
I have to disagree with a couple of points here:
I don't think SCB's have the overall effect of helping traders survive piracy; the trader will have emphasized cargo capacity in his build and so will probably have fewer SCB modules then the pirate or 'griefer'. In reality, that trader will be running and charging up the FSD and doing nothing else. Perhaps one hit on a SCB will help keep the shields up while he does this. If for some reason FD make it harder to jump out when under attack, this trader, even if well-armed, will wish SCB's didn't exist because he will never have them coming out of his ears like the PvP oriented pilot will, and is almost certain to lose.
Using lots of SCB's right now I feel is the opposite of 'wit' and the very definition of 'no-brainer' if you want to win vs another player. It overrides all other loadout choices and tactical considerations, especially power management.
By way of partial apology for focussing on the PvP effect of these modules, I would say that though I did overlook the negative effect on PvE they bring, you can easily not use SCB's in PvE only playstyles.... until we get NPC's as good as human opponents, that is!
OK, say they improve the AI to the level of your-average-player (which I doubt, actually - humans are sneakyTo this I say improve the AI, like a few have said in the SCB thread, this is a bandaid to an overall issue with NPC AI
You missed the point. What he (and me, for that matter) was trying to say is that the SCBs themselves are not the problem, overusing (spamming) them is. Or, rather, the fact that the game gives you the ABILITY to spam. While some players simply won't use this ability, because they don't find it very amusing to be immortal, some other people will exploit this violently. This is why many players suggest limiting SCBs to 1 module per ship - it will be perfectly enough for your trader Asp to escape a fight, or to have a couple of emergency shield recharges in a dogfight, but it will not allow you to fit 42 shield charges on an Asp, like you can now.My Trader Asp happily sacrifices cargo for SCB's. I can then have longer to escape or more ability to kill the attacker.
Better for who? I'm not playing 'only PVP'. I rarely play in Open. I enjoy the PVE groups and Solo mode because I like having a big ship and "making my own story". I don't need Demon's Souls In Space. All these changes for "PVP Balance" directly affect me in my little bubble playing a game I 'thought' was going to be PVE focused with PVP as an afterthought. Now we have the most discussions I've seen since launch from the developers in these subjects based around PVP "balance".
There is a great difference between Demon's Souls and Truck Simulator. At the moment Elite is the latter... and I think only a small part of player actually want the former.All these missing changes for "PVP Balance" directly affect me in my little bubble playing a game I 'thought' was going to be PVP focused with PVE as an afterthought.
OK, say they improve the AI to the level of your-average-player (which I doubt, actually - humans are sneaky), but even then those Elite Anacondas are going to be relatively easy to kill with SCB spamming, because the Anaconda's only big advantages over smaller ships are its firepower and armor, and both of them are rendered useless by SCB spamming.
Using your words:
.
Make it how? If SCBs are removed, exactly this effect will be reached, even without tweaking the AI - it will either take a bigger ship or several small ships to take down an Elite Anaconda, because your small Viper/Conda won't be able to magically heal itself. Problem solved?I mentioned before, make it impossible for me to take one out solo. Make it so I'd have to hire NPC's to help me, basically simulate group play and if I chose to I could group up with others and play this way. Or make it so I need to have a decent ship that can handle a 150m+ battlecruiser piloted by an "Elite" Pirate.
The problem isn't healing potions, the problem is the AI and need to have "balance" among all the ships.
My Trader Asp happily sacrifices cargo for SCB's. I can then have longer to escape or more ability to kill the attacker.