The single most annoying thing currently in ED is.....

The docking computer wont land anymore on large platforms since the last patch. When he gets to the landing pad the ship is always drifting to the right and i have to turn him off and land manually.

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A second one :)
Missions and transactions server (if they are seperate) are very very slow since 2.1.
 
I think a lot of the stuff that really sucks is the lack of communication, whatever happened to all videos that explain what the Dev´s are trying to do and what they are working on? With a bit of communication they could make us understand whats going on, why there seems to be problems with everything. Just hearing Braben talk about his vision for the game is entertaining.
So, Dev´s start talking, more vids, concept art and so on.
As i understand it we will get tourism... so what? ive seen whats out there, just more of the same old stuff... is there anything more? how about showing a bit of what you have in mind. I think its gonna be a canister of tourists i will transport. (sounds a bit like a joke, but thats what i really think) Not very exciting, I really hope im wrong.
 
Because the universe doesn't change just because you or I did.

Rank should affect how NPCs react to your presence, not they way they are spawned.

Ship based spawning is even worse. It's like we're playing in several parallel dimensions.

Technically the spawn is the reaction to your presence. That might mean that Elite Anaconda will intercept and blow you out of the 'verse just because it "knows" you're mostly harmless in a sidewinder, which is not very popular, but invisible fences to keep the "high level" NPCs out of the way?

That's probably as stupid as it gets game design wise (and there was a time where MMOGs did not scale to your level and did put that "high level" zone between your two low level hunting grounds .. remember Kithicor Forest).
 
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The single most annoying thing currently in ED is ...

... the game difficulty auto-scaling up the longer you play – due to difficulty being influenced by your combat rank.


Combat rank is a mere quantitative thing. Unlike player skill it just keeps going up the longer you play. Game difficulty however has a qualitative impact.

It's beyond stupid as for many players, the game auto-scales over their heads. Thanks customer, you've had enough fun, now suffer? That's just horrendously bad game design.

Difficulty should be space-region and mission-based, so that people can *choose* how much they want to challenge themselves.


Player combat rank should impact NOTHING in terms of ship spawning or AI.


I was peeved about this too, but unless I am wrong I think they clarified on this?

NPC rank-based spawns are only for certain NPCs coming after you, rather than the vast majority of ships you see about.

That said, I do agree that taking a harmless level mission shouldn't spawn elite level enemies just because you are elite. That is just dumb.
 



The single most annoying thing currently in ED is ...

... the game difficulty auto-scaling up the longer you play – due to difficulty being influenced by your combat rank.


Combat rank is a mere quantitative thing. Unlike player skill it just keeps going up the longer you play. Game difficulty however has a qualitative impact.

It's beyond stupid as for many players, the game auto-scales over their heads. Thanks customer, you've had enough fun, now suffer? That's just horrendously bad game design.

Difficulty should be space-region and mission-based, so that people can *choose* how much they want to challenge themselves.


Player combat rank should impact NOTHING in terms of ship spawning or AI.


There are places of Sanctuary in most systems... its called the Docking BAY!! dont come out until your ready to face the Dangerous world of ELITE!!
believe me... i havent had any trouble with NPC's shooting at me, or powerplay interdictions... whilst in the Starport

Seriously, if you want a world of no ships interdicting you and no bounty hunters, no combat zones and no dangerous places in this Game, and ultimately no Diffculty.. then what was the point in Frontier Naming the Game... ELITE DANGEROUS???

perhaps ive misread your post... and going off on another Tangent... apologies if i have done so :D
 
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Jaques. Stupid to not know anything, is he lost or is he coming to BP???? 1st July is my deadline and then I'm bringing my ship home, regardless. So annoyed and frustrated at this.
 
Technically the spawn is the reaction to your presence. That might mean that Elite Anaconda will intercept and blow you out of the 'verse just because it "knows" you're mostly harmless in a sidewinder, which is not very popular, but invisible fences to keep the "high level" NPCs out of the way?

Its not invisible borders, systems have security levels for a reason, they are deemed "safer" because there aren't many threats in them, the police/military presence makes it so. Others are deemed "unsafe" because they're full of sharks. System security level is a consequence, a reflection of what amount of dangers are currently in the system. This could even be somewhat dynamic with time instead of static forever.

That's probably as stupid as it gets game design wise (and there was a time where MMOGs did not scale to your level and did put that "high level" zone between your two low level hunting grounds .. remember Kithicor Forest).

Actually modern RPGs are going exactly the other way around. They're dropping auto level scaling in favour of a much more plausible fixed or thresholded enemies level. Instead of everything that moves being equal to you all the time, now the worlds contain all kinds of levels of enemies. Its much more believable, lively and organic. Its up to you to decide when you engage who. But the game does not stop you from attacking a much stonger opponent, neither it hides the weakest.

Look into the Bethesda games, Oblivion had auto-level npcs, was its far biggest flaw, as soon as you level up, absolutely every other NPC leveled up with you, which in practice means the world is static, as if everyone levels up at the same time, then nobody actually levels up at all. Skyrim (and lately Fallout 4) implemented level thresholds, meaning that the different types of enemies have a lower and upper level limit regardless of your own level. There are dangerous places with dangerous foes, but even if you're a top killing machine, annoying villagers and rag tag road bandits will be cannon fodder, as anything else would be completely ridiculous.

Witcher 3, Divine Divinity, etc, all enemies have exactly the same level the whole game. This actually gives you a sense of real progression, unlike auto-scaling. Too much a threat, run away or die. If you're a god-like killer, weaklings will still be weaklings, time to go for the dangerous foes.

Auto-level is dung, most companies have realized this, but FD is going the other way around.
 
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Its not invisible borders, systems have security levels for a reason, they are deemed "safer" because there aren't many threats in them, the police/military presence makes it so. Others are deemed "unsafe" because they're full of sharks. System security level is a consequence, a reflection of what amount of dangers are currently in the system. This could even be somewhat dynamic with time instead of static forever.



Actually modern RPGs are going exactly the other way around. They're dropping auto level scaling in favour of a much more plausible fixed or thresholded enemies level. Instead of everything that moves being equal to you all the time, now the worlds contain all kinds of levels of enemies. Its much more believable, lively and organic. Its up to you to decide when you engage who. But the game does not stop you from attacking a much stonger opponent, neither it hides the weakest.

Look into the Bethesda games, Oblivion had auto-level npcs, was its far biggest flaw, as soon as you level up, absolutely every other NPC leveled up with you, which in practice means the world is static, as if everyone levels up at the same time, then nobody actually levels up at all. Skyrim (and lately Fallout 4) implemented level thresholds, meaning that the different types of enemies have a lower and upper level limit regardless of your own level. There are dangerous places with dangerous foes, but even if you're a top killing machine, annoying villagers and rag tag road bandits will be cannon fodder, as anything else would be completely ridiculous.

Witcher 3, Divine Divinity, etc, all enemies have exactly the same level the whole game. This actually gives you a sense of real progression, unlike auto-scaling. Too much a threat, run away or die. If you're a god-like killer, weaklings will still be weaklings, time to go for the dangerous foes.

Auto-level is dung, most companies have realized this, but FD is going the other way around.

Spot on!

Although I love the Bethesda games I did have to try and ignore the npc system..... It was just silly.
 
Auto-level is dung, most companies have realized this, but FD is going the other way around.

Not sure we're playing the same game really.
"Ambient NPCs" are spawning based on criteria like security rating, political state and status of a system. They were increased in rating with 2.1 and subsequently nerfed again.
"Mission NPCs" spawn according to the mission rating. There was a change where f.ex. Elite Explorer missions ("Boom deliveries" .. ever checked what ranking that's using?) would spawn Elite combat rating NPCs. That was .. well "fixed".
 
Having to keep an eye on my cargo hold. I keep forgetting to empty the thing after missions so I am unwittingly flying around with cargo.

The other day I was accused of having "tasty cargo". I looked in my hold and sure enough, 4 tons of something tasty. So I dump the tasty cargo and get shot anyway. I like it better when I have no cargo so I don't feel like a hypocrite yelling at the screen that I DO NOT have tasty cargo, or my haul is not that huge. Only to find that it is.

Annoying.
 
Try "Disable GUI effects ON" in settings. It may buy you a second or two on L/R MFD's

Thank you....this has made me very happy. Those split second decisions in combat to module target and turn off/on modules with that ridiculous delay was driving me batty.
 
Not sure we're playing the same game really.
"Ambient NPCs" are spawning based on criteria like security rating, political state and status of a system. They were increased in rating with 2.1 and subsequently nerfed again.
"Mission NPCs" spawn according to the mission rating. There was a change where f.ex. Elite Explorer missions ("Boom deliveries" .. ever checked what ranking that's using?) would spawn Elite combat rating NPCs. That was .. well "fixed".

I would be perfectly OK with mission npcs taking into account the player, as long as all types of ambient NPCs are created in a according to situationr. But there's people asking for every single NPC everyhere to mirror your ship and rank, and that would be ridiculous.
 
There's no rhyme or reason to the way npcs spawn in this game right now, in any situation.

Pirates teleport in supercruise, things spawn around you in a sphere of chattering lunacy and attack instantly if you have so much as a unit of centaurian tribble wine on you, wtc etc etc. It's .
 
Look at Power-Dead ;)

It's Power-Poo actually.

Most annoying thing for me is all the copy and paste.

Everything looks the same, stations have the same copy and paste interior, the star ports are copy and paste apart from engineers bases, the yellow trucks going round and round in circles for 2 years...

The HUD is exactly the same in every ship, no matter the model or the manufacturer.

I'm pretty sure Audi have different dashboards to Volvo and Ford and Vauxhall.....

Meh, what's the point, nothings going to change.
 
The Galaxy map. Its a mess. Confusing, not intuitive, not practical, system box is very intrusive, mouse commands are a mess also.

Hahaha! yeah, that damn box, absolutely hate it, always in the way
Theres another box with the engineers as well, somewhat annoying as well
 
As for the mission stuff in game being slow, it's something we're checking into to get fixed.

As for general slowness, relax a bit - the game isn't meant to be a rush. :)

Does this mean we aren't going to get frameshift jumps within systems after all?


My gripe is just the general lack of confirmation within the game that you are doing the right thing. Sometimes I don't know if I'm doing something wrong, whether I'm on the right track and just have to keep going down that same road for a while longer, or if there's a bug in the game.
 
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