Patch Notes Update Update 2.1.03 Incoming

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Many really nice fixes in the list, thx much for this [up]. Regarding NPCs AI changes ... as it seems high ranks (spawn related to player combat rank) will still be fun to fight, it is looking very promising :)
 
My only concern re this is the way that NPCs are tailored by rank to our combat rating. I really like the improved AI and increased challenge and jeopardy in game but it seems a little off that I'll now only be interdicted by Elite ships. Thats all thats been interdicting me since 2.1 was released and it just strikes me as a weird way to do this. Its like a difficultly level based upon how long we've been playing rather than where we might be going etc..

i do agree with you, but if you are Elite then logically you had time to prepare yourself and you have the resources to counter them (money, upgrade, skill...), but yea you are right, this logic needs something else on top of it.
 
My only concern re this is the way that NPCs are tailored by rank to our combat rating. I really like the improved AI and increased challenge and jeopardy in game but it seems a little off that I'll now only be interdicted by Elite ships. Thats all thats been interdicting me since 2.1 was released and it just strikes me as a weird way to do this. Its like a difficultly level based upon how long we've been playing rather than where we might be going etc..


Yeah exactly.. Especially when you hop into a smaller ship, trading ship, miner or whatever to do something else. What does it help me then that Im Elite? Also it doesnt create a very believable universe...
 
- Use a more reliable way of finding commander ids so that mission update requests aren't handed invalid commander ids.

[...]

- Added Can Land AtS tation [sic] Checks to all Alternative offer inbox messages, preventing the player from talking Alternatives that require Horizons content.

Does this include checks made on large ships that are handed mission update destinations that have no large landing pads? This is a royal pain in the neck. :)
 
I understand the reasons, for example wanting to match player rank to provide an equivalent challenge; but up until 2.1 achieving combat Elite was simply a matter of endurance.
Surely it would make more sense to base the ship ranks generated on economy and state of a system?
Wouldn't this empower players with the choice to experience what they want?
While usually I am first to drop an eponymous "Git Gud" I think this is actually an excellent point. Up until 2.1 Combat rank has been a matter of numbers, the NPCs were phenomenally easy to deal with allowing players to essentially "farm" their way to the top ranks. Now with the changes to the AI shifting the focus onto skill as the primary determining factor, those who rushed to Elite (and many did so in order to win the competition of "first to Elite and 3lite") are now facing enemies they have not developed the requisite skill to face down. Having NPC rank spawns based upon the combat ranks achieved prior to 2.1 and the AI upgrade is going to massively frustrate those players, and I think that should have been taken into account.

**Disclaimer**

I'm not high ranked in ANY of my PF ranks. I AM enjoying the challenges I face now. However I can see this from the other side and do believe that this is a valid issue.

I'm not a good pilot, but I'm an old pilot with old values. My goal in this galaxy was first and foremost to become Elite in combat. I wasn't too bothered about how long it would take. If it was a choice between one Elite Anaconda or a million Harmless Sidewinders then I'd take the Sidewinders. My diligent slaughter of the easy has paid off. I'm currently sitting at one percent away from Elite, and now I'm having second thoughts about whether I should blast my way into that prestigious club.

I was okay with SJA's minions up to this moment; sometimes I run, sometimes I fight, sometimes I limp to a station, sometimes I die. I'm happy with the change to spawning NPCs. It was unfair to traders facing the same sort of barrage of bullets as those like me who had brought in on ourselves. I just hope that the decrease in the pain for the traders isn't accompanied by an increase in pain for high-ranked combatteers.

In the meantime I'll try to avoid combat and keep that clock from clicking over. But as a member of The Alliance there will be a point in time where I shall have to pick up arms and fight for my cause. I shall just have to take any change to my status on the chin.
 
Patch looks awesome and there's a huge amount of changes/fixes, thanks for that FD, great work guys!

I am a *little* concerned about the new NPC changes however, hopefully the lower ranked npc's won't suddenly become '2.0' cannon fodder again, but I guess we'll see today as we play.

Thanks guys!

oh and please.. next patch can Mining get some love? ie:- give us an engineer who can mod our refinery and increase its efficiency! , too many combat based engineers for my liking.
 
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You are then restricting it to the super rich. I have 16 million credits, my balance has never been over 50 mill, but I could get my engineer reputation up to level 5.

Check. But you need the same time for grinding reputation than I did grinding credits. I am forced to grind twice.
 
Updated this line item to be a bit clearer:

- When determining the rank of NPC ships for interdiction, use the player's combat rank, rather than their highest PF rank, although add 1 rank if their trade or exploration rank is higher than their combat rank

Michael

This seems potentially to be in conflict with the last line of the NPC updates section... "- Balance mission generated NPCs to be lower ranked (for the most part)
" Am I misinterpreting the NPC section of the updates?

Thanks again to the Dev's for all the work they've put in :)
 
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Thanks for the changes FD.

However, I don't think these changes rectify the some of the main criticisms. Too much RNG, no player agency and no incremental progress.

Also having to do 6 useless crafts, 3 at grade 3 and 3 and grade 4, every time I want to improve a single hard point is not something that's enticing me back into the game.
 
Great update,
I'm a Mostly Harmless/Broker/Ranger, so the interdiction cap at my combat rank is a good thing, now I can try to fight back and not only escape (that's the boring thing, to have to escape over and over again).

However, about the engineers grind, why don't allow the players to use credits?

1 - Put a commodity market for materials (rare that worth millions) in the engineers base.
2 - Remove the need of commodities that take cargo space and substituite them with credits, from thousand to millions for upgrade.

To me this will remove the grinding, the need of station cargo, the waste of time finding materials and reward players for doing what they love to do, since everything in the game has credits as reward.
And at the same time, finding some rare materials will be a way to avoid spend a lot of credits, or a way to make credits selling those materials to engineers.

Another thing, since Elite is a mmo, why not create a material market for players only?
So one who has rare materials can sell them for credits to another player.
 
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Some changes come through a day or two before we compile the update into a patch for everyone. Which ultimately wouldn't be much help for advance notice except to forum goers. :(
im saying this just because if for example you decrese the generated heat by the Multicannon around 10% it might be not enough, and then before the next update we will to wait 1 month probbaly.
if we know in advance we can consider maybe a different value, higher or lower.
What is really missing is to know what you guys have in plan, i understand you want to make us a surprised, but we need to know the future.
Like we are working on Avatar, fixes etc. We dont need to know the details but to know whats going on.

Thx
 
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