Patch Notes Update Update 2.1.03 Incoming

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I disagree. The ability to "call in a favour" does add player agency & provides an extra reward for increasing in rank. Sure it's still very limited, but its a beginning.

What it does do is 'reset' progress (at least in the eyes of player) back several levels of stacked RNG. It still has nothing to do with player skill, experience and it does not remove the fact that the player is still separated from the process.

I do like the idea of favour system, but perhaps a less punitive cost would be in order. Let's say for every favour you call in, you then need to craft a module back again to regain it.

Again, it's not the time it takes it's the method by which it's obtained that's the issue. The favour system just makes the player go around the loop 6 more times and when going round the loop once is creating such negative feedback alas I can only see this system making the outcry worse.
 
Thanks for the patch, looks good :)

Any updates about the HTC Vive VR issues? Regarding anti-aliasing and performance problems.
 
The kind of comment we've all come to expect. You, wrongly, assume that because we do not force ourselves to grind away to have something as soon as possible, that we do not have clear goals.

I have a clear goal, to become a highly respected smuggler in Alliance Space......a goal which does *not* involve grinding.
 
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..

Nope, it is fairer this way.
who should have more of a chance to see high level NPCs on interdiction? --->>> An explorer, harmless in combat, that has put in many hours, or Someone dangerous or deadly in combat(who probably also put in lots of hours) ?
 
I think it's a reasonable compromise. Like I said, I just hope they'll ultimately extend it beyond weapon special effects. People might feel less down on the RNG if they can pay a reasonable price to get a specific stat on an upgrade improved.

i also think that's the rank lost during "favor" are a good compromise, after all some of these experimentals are nasty... very powerful, so it's ok if the grind is huge to get them.
 
Brilliant response. I thought I'd reply properly just so Frontier know that there are other players just enjoying the game. I haven't gone anywhere near Engineers since it launched.

I even feel a bit disappointed in Obsidian Ant in his recent video for joining this ridiculous bandwagon.

I agree with you in part. I tried the engineers in the beta and decided that in the release I'd leave them alone for now. That part I agree with you but not with your comment about OA. After all, he made a very good point and although I don't agree with him, he and a lot of others feel that the one improvement that they'd all like to see when working for the engineer upgrades is incremental progress. Not shorter times to collect the materials, not even remove the RNG element from the upgrade but some sort of visible progress.

Mind you, I don't really understand what he means by that :(
 
It appears now that I am Elite so if every NPC I meet. No progress. No reward. I dont feel like Im at the top of the food chain. I feel like I am fodder for NPCs, If I wing up with a player who is lower ranked, they just get obliterated as a host of Elite NPC ships rip them them shreds even when we are in a high security system. It just doesnt feel correct or play out well. I cant attack anyone becuae they wil be Elite and ever single battle I have is heavy handed. When Im being set upon by baddies, they cops take an age to show but if I hit a cop then a wing of Vipers and Annacondas materialists within a minute or tow no matter what the local security level is like.

Not sure if this will happen.


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

If I understand this correctly not every NPC you meet will be Elite, only the ones that interdict you. Could be wrong of course :D
 
Thanks for the patch. Any info on when we can see fixes for the ASP Explorer, Python, etc. paintjob wear and tear not applying?
 
I can't say it enough places - this is a really bad idea in my opinion.
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Basically you are right. My thoughts are the same, it would be much better if security levels would influence the world and the players rating doesn't matter in the creation of NPCs at all. But that's how the system apparently worked since launch, it only now with the stronger AI became really visible. Thus what we have here in this patch is a viable solution for the problem at hand.
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In contrast, the concept of basing all on security levels would first of all require a rework of several parts of the UI, to make sure that security levels of the present system, as well as destinations you jump to, are not hidden inside a map which quite often takes an annoyingly long time to open, but also is accessible quickly. Only then, and seemingly with the modification of some underlying systems, the concept of aggressive NPCs being based on the security level would work.
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That's a great goal for a later patch, but the game needed a shorter term solution, which we got with this patch. It's a viable path, we can just hope that we also progress on it. :)
 
Nope, it is fairer this way.
who should have more of a chance to see high level NPCs on interdiction? --->>> An explorer, harmless in combat, that has put in many hours, or Someone dangerous or deadly in combat(who probably also put in lots of hours) ?

Well, not really for multipurpose player, having high ranks in all areas, but concentrating on mining, trading or exploring in specialized ships.
 
To me the only problem in base assoult is the impossibility to target ground enemy from the ship.
If they'll bring back this opportunity, they'll make me able to destroy skimmers and turrets fromn my shine ships with engineers upgrades, I'll be back to do those missions.

Really, everything that's wrong with the engineers update will be solved with three things:
1 - Target ground enemies from ship
2 - Materials market at engineers bases
3 - Engineers accept credits instead of commodities.

Baaaam, no more need to grind (you can buy materials), no more need of cargo space (you can use credits), no more need wings to base assault (you can do all with your ship).


Missiles are apparently still a great way to take out ground-based enemies. The other two ideas are, TBH, terrible.....and I hope you're just being sarcastic.
 
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.

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...

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?


That was the "main" reason for all the frustration and rage quits for non combat oriented player.
Frontier has agitated Elite NPC with modded weapons to all CMDR's there where Elite in exploration and trading
even if (like my CMDR) you where "Novice" and was flying a ship for exploration or trading.
No living anymore. Only dead after dead. And as a bonus without clearing the delivery mission after dead
as announced yet, the not to avoid NPC killer is still waiting in front of your spawning station after insurance screen ...
And all that beside the tons of other important bugs and player wishes and independent if CMDR play the "engineer" part or not.

Lets see how it now goes further ... Why trust these notes this time?
But the lost players are lost. And not the players fault. IMHO worst update ever: V2.1. Good if corrected but to late for a lot of CMDR's.
Frontier will have the figures. I only see the traffic boards and CG contributors ...

In any other business a lot of heads would be rolling and new vacancies would be available.
But thanks god: we are here in the game industry
 
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What it does do is 'reset' progress (at least in the eyes of player) back several levels of stacked RNG. It still has nothing to do with player skill, experience and it does not remove the fact that the player is still separated from the process.

I do like the idea of favour system, but perhaps a less punitive cost would be in order. Let's say for every favour you call in, you then need to craft a module back again to regain it.

Again, it's not the time it takes it's the method by which it's obtained that's the issue. The favour system just makes the player go around the loop 6 more times and when going round the loop once is creating such negative feedback alas I can only see this system making the outcry worse.

Just a trick question - why it has anything to do with player skill? Just curious.
 
Nope, it is fairer this way.
who should have more of a chance to see high level NPCs on interdiction? --->>> An explorer, harmless in combat, that has put in many hours, or Someone dangerous or deadly in combat(who probably also put in lots of hours) ?

Totally disagree. The player that goes to the most dangerous place, or does the most dangerous activity, should meet the most dangerous opposition and gain the highest reward. Newbies would then be told where to go to remain safe, what settings to enter in to their navigation computers (avoid low security / anarchy / war / famine whatever), and would be able to learn the skills needed in relative safety. They could then choose when they want to up the level of danger by heading out to more dangerous areas of the galaxy, where they will find higher rewards for trade, bounty hunting and missions, but also meet significantly tougher opposition.

Ideally this should scale from almost completely safe to places where even the seasoned PvP players will find it hard to survive. This would give MUCH more character to our lovely galaxy that for the time being is pretty much identical wherever you decide to go.
 
I can't say it enough places - this is a really bad idea in my opinion. You end up with all of this huge beautiful galaxy being essentially the same, because all the opposition is tailored to us, instead of unique to our location. The result is that there is no reason to move around, no reason to avoid some areas, or even seek them out because the danger and corresponding reward is higher. Please reconsider this and make opponents spawn based solely on:

- Where you are
- What security level the system is in
- What state the system is in (war/famine makes NPC's more aggressive)
- What missions you are carrying
- What cargo you are carrying
- What bounty you have on you
- What powerplay faction you are pledged to

I'm sure other additions can be thought of, making certain areas of the galaxy more dangerous for whatever reason fits with the ongoing story line.

The following should only affect how the spawned NPC's react to you, not determine what NPC's spawn:
- Player combat rank (Elite combat ranked players should see that lower ranked NPC's are scared of them and refuse to attack)
- Player ship (Corvette/Cutter pilots should not be interdicted and attacked by suicidal Eagles, they should steer clear and run if you deploy hardpoints)

+1 and quoted in full as I agree entirely.

The only comments I'd make on top is that if the NPC is to respond based on what cargo you're carrying, they should be fitted with a cargo scanner :p
 
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