This game needs to impose itself upon the player.

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Powderpanic

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And that's the problem - signal sources turn the Thargoids from an invasion force that imposes itself on you, to a sideshow that you can totally opt to not buy a ticket for.

But oh gawd... Can you imagine if Thargoids actually became a challenge....

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I told you all before... Non Consensual PVE, is no joke!

Powderpanic
The Voice of Griefing
 
And that's the problem - signal sources turn the Thargoids from an invasion force that imposes itself on you, to a sideshow that you can totally opt to not buy a ticket for.

Yeah but you and I both know if they DID impose themself on the player youd have a very active vocal group crying right here on these forums that they "dont want to pew pew with Thargoids"

Only way to please the people who do AND the people who dont is to make it optional.

(ya ya i know when you try to please everyone you end up pleasing no one etc etc)

Doesnt make for a very engaging story..but for now at least.its the best solution.
 
Simple answer is Risk Reward.

Hunting baddie ships should be well rewarded with STUFF other than credits.

Ironman mode in a game like this, just doesn't work as a mechanic. That being said, heavier penalties would be mostly welcomed to add some risk into the game.

BUT and this is very important, it has to work both ways. If the risk is higher for being bad, so should the rewards.
Furthermore, the risks should extend to everyone, including the good guys.

To balance out PVP you have to make the game generally harder and for this reason, well it's just not going to happen.

The first thing that would need to be reviewed would be masslock and high wake.
That on its own would make being a good guy actually viable. Until you do that, its just pointless.

But can you imagine the screeching from this forum if that was modified?
They already prenerfed the grom bomb to prevent it actually being useful against anyone but a total noob.

Powderpanic
The Voice of Griefing

I agree there are no easy choices. With a new game there are things that could be done differently to optimise for (or to discourage) a particular playstyle, with an existing game & well established playerbase I don't see much that can be changed other than some new game coming out that attracts one part of another of the community away.

ED has little in the way of competition in the market, and I think quite a lot of people play because it is close to their ideal. I fill in the (minor) deficiencies with my own rules, role-play & imagination. It works for me & keeps me engaged because it isn't just pixels, it is an entertaining place to act & interact in my spare time, and it's interesting to see how others act & interact differently.
 
And that's the problem - signal sources turn the Thargoids from an invasion force that imposes itself on you, to a sideshow that you can totally opt to not buy a ticket for.

It is interesting how Thargoids can suck us out of hyperspace but not supercruise...
 

Deleted member 115407

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I wonder where HellaKitty is at. I'd like to hear her input on this topic.
 

Deleted member 115407

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The game imposing itself upon the player kind of negates the whole "blaze your own trail" marketing angle...

Not at all. You would still be able to blaze your own trail. The galaxy wouldn't just roll over and let you do it unopposed.
 
Care to give an example?

I flew around in an Anarchy system for about an hour. I got interdicted 11 times despite not even having any cargo space. Most of the time it was by wings of 3. Sometimes I fought, sometimes I ran. Being interdicted for no reason is pretty much how an anarchy system should be.
 

Deleted member 115407

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I flew around in an Anarchy system for about an hour. I got interdicted 11 times despite not even having any cargo space. Most of the time it was by wings of 3. Sometimes I fought, sometimes I ran. Being interdicted for no reason is pretty much how an anarchy system should be.

In all cases, were you able to just boost-boost-wake away?

If so, then that's not the game imposing itself upon the player. That's just an illusion of imposition.
 
Why should I not be able to run away? But more importantly, in some cases running away is not the choice I want to make but the choice I have to make.
 
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Yes. Sadly every time that NPC's get beefed up, an especially vocal part of the community gets all antsy & demands the AI gets nerfed again. Its time that section of the community gets ignored in future updates. Just tie the average NPC competency & threat level to Security Level and-to a lesser extent-System State, & it should be fine. Don't want to deal with frequent interdiction by high level NPC's? Then stick to Medium & High Security Systems and/or don't carry valuable/illegal stuff on your ship ;).
 

Deleted member 115407

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Why should I not be able to run away? But more importantly, in some cases running away is not the choice I want to make but the choice I have to make.

I'm not saying you shouldn't be able to. I'm saying it should be a struggle, not just three taps on the keyboard.

Yes. Sadly every time that NPC's get beefed up, an especially vocal part of the community gets all antsy & demands the AI gets nerfed again. Its time that section of the community gets ignored in future updates. Just tie the average NPC competency & threat level to Security Level and-to a lesser extent-System State, & it should be fine. Don't want to deal with frequent interdiction by high level NPC's? Then stick to Medium & High Security Systems and/or don't carry valuable/illegal stuff on your ship ;).

Exactly, dude!
 
eh? killing that many cops will get you the max wanted status and you'll have a world of hurt thrown at you...driving 3 blocks and hiding with that wanted status does squat, I've even had them finding me in the train tunnels at that status. I think that really long tunnels would work but they're out of the city.

Nah. Just go into the rail tunnel and move from end to end, they'll stop looking when the timer expires. Did it for years.
 
I've had my thrusters shot out. Ive been destroyed trying to high wake because I waited too long. This stuff does happen. Whether or not it's a struggle depends on a number of factors not the least of which is the type of ship you fly and whether or not it's engineered.
 
Yes. Sadly every time that NPC's get beefed up, an especially vocal part of the community gets all antsy & demands the AI gets nerfed again. Its time that section of the community gets ignored in future updates. Just tie the average NPC competency & threat level to Security Level and-to a lesser extent-System State, & it should be fine. Don't want to deal with frequent interdiction by high level NPC's? Then stick to Medium & High Security Systems and/or don't carry valuable/illegal stuff on your ship ;).

The game would have to make a distinction - which I don't think it does at the moment - between populated anarchy systems and unpopulated systems which are also classed as anarchy. When I was playing as a non-combatant I might have tolerated being obliged to stay out of populated anarchy systems but I would not have been pleased at having to avoid unpopulated systems as well. I believe the phrase is "literally unplayable".
 
I've had my thrusters shot out. Ive been destroyed trying to high wake because I waited too long. This stuff does happen. Whether or not it's a struggle depends on a number of factors not the least of which is the type of ship you fly and whether or not it's engineered.

Yes, but at present going to an Anarchy system is like taking a stroll in the park on a day where the weather may turn. If you are not prepared you may get inconvenienced. Anarchies could really do with being the place where law-abiding citizens run real danger of having a high likelihood of not leaving without a rebuy. Same goes for criminals in high security systems.

So, even if you're in a full G5 engineered murderboat, you could still have your butt handed to you if you're not actually good.

However this is just a combat and security zones thing.
 
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The game would have to make a distinction - which I don't think it does at the moment - between populated anarchy systems and unpopulated systems which are also classed as anarchy. When I was playing as a non-combatant I might have tolerated being obliged to stay out of populated anarchy systems but I would not have been pleased at having to avoid unpopulated systems as well. I believe the phrase is "literally unplayable".

When I was new and my sidewinder's paint had hardly dried, I used to take careful note of the security status of a system before I realised that it was more or less a joke and an E rated sidewinder could travel safely through them. What I did then was jump in, fuel scoop and leave asap for the next hop in my journey. Never in system for more than a minute or so. In a more dangerous universe, that would be way you work, until you chose to try your luck / prove your mettle / whatever. And on a bad day, you just might not make it out despite doing everything right. It's an anarchy after all.
 
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The game would have to make a distinction - which I don't think it does at the moment - between populated anarchy systems and unpopulated systems which are also classed as anarchy. When I was playing as a non-combatant I might have tolerated being obliged to stay out of populated anarchy systems but I would not have been pleased at having to avoid unpopulated systems as well. I believe the phrase is "literally unplayable".

I'd be cool with that.
 
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