This isn't war...this is sport!!

Just goes to show how poorly balanced this game is... The problem is with easy, is that it is far to easy to become boring and uninspiring...
Please tell us how to balance a RES or CZ to simultaneously host a Harmless rated Sidey with two hours in-game and a Wing of three engineered ships with Elite level pilots.

I'm all ears.

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I recently took an unmod Viper III (only added stock fixed MC's and a class A FSD) to a RES and wanted to see how long I would last.

W/ some care, it was very easy to stick around and farm. The 4 fixed MC's were surprisingly effective and the Viper stock thrusters good enough. The only drawback was the capacitor re-charge, it was slooow!

A HASREZ is next.
Instances change difficulty level. Just leave and go back to the same one. I find challenge ramps up sometimes to the extreme level.
 
Please tell us how to balance a RES or CZ to simultaneously host a Harmless rated Sidey with two hours in-game and a Wing of three engineered ships with Elite level pilots.

I'm all ears.

CZ is not a place for beginners. It does not need to be ballanced for them.
The dificulty level of CZ should be determined by the power of the faction you fight against. That way you can determine the dificulty with a check of the status page. They could even be rated like a USS.

In RES you can attack soft targets all day, as long as you don't get hostile with a faction. You don't have to worry about the other ships. They want harm you unless you pick up cargo.

All it takes is to think a bit, before tightening that indeks finger.
 
I think balance is what you make of it. If someone decides to work real hard, get a cutter, conda or corvette, engineer the hell out of it and team up with 2 other ships of the same calibre do you think they're looking for "balance"? Do people really think "gee, I spent days/weeks/months grinding X rank/credits and collecting materials to have a fully engineered star destroyer, I hope things get HARDER!" Folks can always downgrade to make things harder.

I enjoy sitting in my cutter in REZs easily blowing up NPCs cause I worked hard for it and makes their cries of "This can't be happening!" all the more sweeter.
 
I think balance is what you make of it. If someone decides to work real hard, get a cutter, conda or corvette, engineer the hell out of it and team up with 2 other ships of the same calibre do you think they're looking for "balance"? Do people really think "gee, I spent days/weeks/months grinding X rank/credits and collecting materials to have a fully engineered star destroyer, I hope things get HARDER!" Folks can always downgrade to make things harder.

I enjoy sitting in my cutter in REZs easily blowing up NPCs cause I worked hard for it and makes their cries of "This can't be happening!" all the more sweeter.

Not a bad way to look at it. Though typically power creep also involves increases in difficulty to match the new found player power. What you're suggesting is currently the only way to increase difficulty and what other people are suggesting is that there are ways that don't involve limiting yourself. The difficulty increase could also be optional, like my mission example.
 
I think balance is what you make of it. If someone decides to work real hard, get a cutter, conda or corvette, engineer the hell out of it and team up with 2 other ships of the same calibre do you think they're looking for "balance"? Do people really think "gee, I spent days/weeks/months grinding X rank/credits and collecting materials to have a fully engineered star destroyer, I hope things get HARDER!" Folks can always downgrade to make things harder.

I enjoy sitting in my cutter in REZs easily blowing up NPCs cause I worked hard for it and makes their cries of "This can't be happening!" all the more sweeter.

Well sorry but I do expect some level of competition. Who in their right mind would accept that it's good gameplay to be given several tools - cutters, high level mods - that after working to attain them, are expected to result in "press trigger, win, move on?" You think it's good gameplay to work for an edge in combat...so your combat can consist of mindless farming?

It really doesn't take much. For the record I do wish I could engineer my "star destroyer" and wish things would get more difficult. But really it should boil down to giving everyone something to do.

So again, I will repeat...where are them objections to there being content that will match everyone's ability and preferences?


Though typically power creep also involves increases in difficulty to match the new found player power.

Exactly this.

In terms of PvE combat, ED at present is like taking EverQuest or similar and releasing expansions that only consist of the new gear. We've got the ability to considerably overpower ourselves, as though we're several expansions in with raid gear dropped at our feet, but in terms of content...nothing new got released and we are sat around seal clubbing that first raid with just two people. And though there was functionality built in for more players, anything more than solo/duo may as well not even merit the effort it takes for what you get out of it.
 
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OP, take cargo next time.

RESs are so much more fun if you "accidentally" bring some valuable cargo along for the journey. :D

The cargo-detecting skills of the NPCs are not... good.

*Fills cargo hold with bio waste*
Pirate: "I've come a long way for what's in your hold"
Me: "What, no restrooms on the trip?"
 
It is easy to fix it, removing weapon and shield engineering and making npc more dangerous.
You see NPC's are spawn according to players combat rank, so if you're elite rank game will spawn elite NPC. So it has nothing to do with horizons, it will spawn npc according to your rank and even ship size.

That won't work, because human players engineered ships can cut through non engineered shields and hull in seconds, doesnt matter how dangerous the NPC AI is, if the Human player has a fully engineered ship they wont live long enought to cause a threat.

Then if you buff the NPC's to standa chance against engineered players, it makes them OP against non engineered players.

Thus the unfixable issue, and the constant nerf buff meta Sandro has introduced as a result.
 
I've been on both sides - super-powered wings and grossly outmatched. Both have their own appeal. Personally I find the super-powered wing more profitable, and I do enjoy profit, more so than the grossly outmatched.

But I've also seen the tides of battle turn against those super-powered wings - and commanders scatter like leaves in a cyclone.

Nope, I find the battle system to be like the python - absolutely perfect at being perfectly ok as is.
 
That won't work, because human players engineered ships can cut through non engineered shields and hull in seconds, doesnt matter how dangerous the NPC AI is, if the Human player has a fully engineered ship they wont live long enought to cause a threat.

Then if you buff the NPC's to standa chance against engineered players, it makes them OP against non engineered players.

Thus the unfixable issue, and the constant nerf buff meta Sandro has introduced as a result.

Of course it is fixable. They simply have to nerf engineered weapons and shields(and other potential build exploits) down a level that is acceptable for NPCs to use.

The question is whether we want players to be a superior bread or not. Giving equal opportunity to NPCs will end RES and CZ farming as we know it. Many players enjoy this type of gameplay.

I'm personally in favor of NPCs with builds worthy of their rank, but I see why it's controversial.
Hitting hard earned apex builds with the big nerf hammer does not help with popularity. :D
 
Of course it is fixable. They simply have to nerf engineered weapons and shields(and other potential build exploits) down a level that is acceptable for NPCs to use.

The question is whether we want players to be a superior bread or not. Giving equal opportunity to NPCs will end RES and CZ farming as we know it. Many players enjoy this type of gameplay.

I'm personally in favor of NPCs with builds worthy of their rank, but I see why it's controversial.
Hitting hard earned apex builds with the big nerf hammer does not help with popularity. :D

It doesn't even need to go that far. Rebalancing all engineer mods is serious work and will generate much salt, though I'm also of the opinion it should be done.

But for considerably less salt caused they could just introduce a new intensity rating of RES/CZ, or re-scale existing sites, so that the top tier of site features ships of a largely engineered nature with a few tactical tricks up their sleeves if they really want to pull a crowd pleaser.
 
That won't work, because human players engineered ships can cut through non engineered shields and hull in seconds, doesnt matter how dangerous the NPC AI is, if the Human player has a fully engineered ship they wont live long enought to cause a threat.

Then if you buff the NPC's to standa chance against engineered players, it makes them OP against non engineered players.

Thus the unfixable issue, and the constant nerf buff meta Sandro has introduced as a result.

that's why i would remove weapons and shields engineering and only left fsd, engines/ thrusters and powerplant engineers.
 
after all it's called elite:dangerous.
Oh sweet Jeebus. You trotted out that old stinker?

Manic Miner featured -- get this! -- no mining whatsoever. Battlefield features very few actual fields. They have maps that are entirely urban! How very dare they! Deus Ex: Mankind Divided didn't actually feature very many people who were literally torn limb from limb.

Game titles are metaphorical. The fact is that you can make the game stupidly dangerous if you wish. You just don't want to, clearly.
elite space is completley safe even without engineers so that "dangerous" in the title hhas nothing to do with game.
So it is fun only for those without skills in a matter of combat. Also space itself (black holes, stars, neutron stars) should provide more danger not just npc's.
Jumping in a new system should make player cautious and with small dose of fear.
Ah, the implied "git gud." Nice. Try d8veh's approach. See how long you last.
 
Oh sweet Jeebus. You trotted out that old stinker?

Manic Miner featured -- get this! -- no mining whatsoever. Battlefield features very few actual fields. They have maps that are entirely urban! How very dare they! Deus Ex: Mankind Divided didn't actually feature very many people who were literally torn limb from limb.

Game titles are metaphorical. The fact is that you can make the game stupidly dangerous if you wish. You just don't want to, clearly.
Ah, the implied "git gud." Nice. Try d8veh's approach. See how long you last.

I was metaphorical too about title so i can express my opinion more precise. Yeah i would like some more challenge and danger from space itself and npc's, so if community don't like it or devs don't intend to do it that's ok i'll find something else to play, simple as that.
I'm not dev nor want to be, i'm customer who can express opinion and wanted features. Can i?
 
Was engaging in the lastest bounty cg and decided to indulge in some mobius shenanigans. Winged up with another ananconda cmdr and headed off to the nearest hazres. Not long after getting there another cmdr turns up in an engineered corvette, and thats when things got fun.

No ship could withstand the combined dps output of 23 modified hardpoints. Nothing compares to watching pirate scum pop one by one within seconds of eachother. I think us 3 have this cg in the bag :D

Was i there in my Clipper? I seem to remember doing the same thing with 2 anacondas in my wing and a vett also loitering around :)
 
Well sorry but I do expect some level of competition. Who in their right mind would accept that it's good gameplay to be given several tools - cutters, high level mods - that after working to attain them, are expected to result in "press trigger, win, move on?" You think it's good gameplay to work for an edge in combat...so your combat can consist of mindless farming?

It really doesn't take much. For the record I do wish I could engineer my "star destroyer" and wish things would get more difficult. But really it should boil down to giving everyone something to do.

So again, I will repeat...where are them objections to there being content that will match everyone's ability and preferences?




Exactly this.

In terms of PvE combat, ED at present is like taking EverQuest or similar and releasing expansions that only consist of the new gear. We've got the ability to considerably overpower ourselves, as though we're several expansions in with raid gear dropped at our feet, but in terms of content...nothing new got released and we are sat around seal clubbing that first raid with just two people. And though there was functionality built in for more players, anything more than solo/duo may as well not even merit the effort it takes for what you get out of it.

You can still always downgrade. I remember multiple times I had to run in my Courier or even my clipper and narrowly making it out of run or die situations. I still have my Clipper just in case I didn't like the cutter. If a commander is bored the best thing to do is switch ships. Perhaps another form of balance would be to add a higher tier of CZs or compromised nav points or hazardous mining points. Ones that are full of wings of fully engineered anacondas and the sort. Places that if you are not prepared and warp in with a sidewinder, you will die. That way it'll give high tier ships something to do and lower tier ships something to look forward to.

Speaking of Everquest, I used to do the same thing in vanilla WoW. Got to end game, got bored and me and my friends began running through mid level dungeons in Tweed or just cosmetic apparel (dresses, tuxedos) and had a blast. Difference is in WoW you can't delevel but in ED you can always buy a FDL and stick all beam lasers on it and laugh as both your and your opponent cook like oysters in a shell. Gotta do something to shake off the space madness.
 
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Of course it is fixable. They simply have to nerf engineered weapons and shields(and other potential build exploits) down a level that is acceptable for NPCs to use.

The question is whether we want players to be a superior bread or not. Giving equal opportunity to NPCs will end RES and CZ farming as we know it. Many players enjoy this type of gameplay.

I'm personally in favor of NPCs with builds worthy of their rank, but I see why it's controversial.
Hitting hard earned apex builds with the big nerf hammer does not help with popularity. :D

This is why we get the Nerf buff Loop, because its hard to take something away once you've given it to people.

So many people have spend hours and hours grinding to get the best engineered ships, basically making them unstoppable - I appreciate people deserve suitable rewards for their time spent but now they complain everything is too easy!

If engineers mods were nerfed even more, those players would be in outrage because of the time it took them to get the stuff in the first place, if you buff the NPC's to make them harder, everyone else is at risk of becoming upset because of how much harder it would get for non engineered players.

And here lies the problem, no easy fix, no fix at all IMO.
 
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