Is docking your ship really that difficult?
Do at least try not to be tiresome. If that is beyond you, just go away.
Is docking your ship really that difficult?
Overall I appreciate the hard work that went into this patch, and thanks for that.
But I do not think it goes nearly far enough, from the sounds of it. I will of course play this and see how it goes, but please hear me out on this.
Since the launch of 2.1, the "experimental effects" just sound ridiculous and unscientific. These are not the kinds of things that I feel belong in a simulation like Elite Dangerous.
• weapons where how hot your ship is makes the weapon deal more damage?
• if you hit your target it reduces your own heat, but not if you miss? huh?
• a laser that causes random module faults just by hitting the hull? how does that make sense?
• weapons that cause rag doll effects on your ship very much out of proportion with reality
• laser that heals someone...
• lasers and missiles that both have the same side effect (amplifying signature of target).. makes no sense
• mass lock torpedoes? so now you can have mass without having mass?
Guys... a laser is a laser is a laser is a laser. Photons are photons. Explosions are explosions.
There's no rhyme or reason behind these powers. They are not consistent with the feel of the rest of the game. Like, where is the landing gear mod that reduces your ship's mass so that you can land without a shield and convert damage of the impact into heat? You don't have that because it would be equally ridiculous. These seem like things you did because you could but not because you should. They are things you did to appease people who were complaining about not being able to kill other ships fast enough. So you created ways for attackers to prevent people from running, prevent people from hiding, and kill them faster. I get it that you had a lot of people complaining that combat took too long, and it was too easy for people to escape from combat. But these powers are just space magic. Please remove this stuff... It's ruining the game not just by making weapons overly powerful, but also, by making them ridiculous in principle.
Maybe it should be easy to escape from a fight in outer space. After all, it's outer space. You're not cornered. You can run in any direction. Just because the physics engine of the game lets you throw certain kinds of numbers into it, doesn't mean you should. I thought this was supposed to be like a simulation.
Regarding NPCs, what you are saying here is that you will still be giving Deadly and Elite rating NPCs these ludicrous god-mode weapons. But they will only spawn as a punishment for your most dedicated players who have achieved a high combat rating through lots of gameplay. Just because a player's combat rating is good does not mean that they are currently flying in a ship that prepared to fight against insane griefer weapons. Will the NPCs still psychically know whether or not someone has cargo? Will they still telepathically come and find you and assassinate you, to punish you for daring to have a high ratings and cargo while exploring in uninhabited (and therefore, anarchy) systems? Or did you fix the fact that NPCs are telepathic and range outside the bubble, too?
For the record I don't like spawned NPC ranks being tied to your combat rank. It should be determined by where you are and the ship you're flying and the circumstances of the situation. It's dumb for a new player to never encounter Deadly+ NPCs, and it's dumb for a longtime player to *only* see Deadly+ NPCs. Higher ranked ships should be rarer, period. In more dangerous *areas* they should be more common. Tying NPC rank to player rank is yet another way of making every place in the galaxy feel and behave the same way. This is the #1 complaint about the game - that the vastness of the play area is wasted because everything looks, sounds, feels, and acts the same. There are high-security areas and low-security areas and anarchy areas and various levels of economic and political turmoil for a reason. USE THEM.
An excellent idea Kerrash! [up]
In one fell swoop that would solve the main complaint voiced by many of the casual players on these forums, i.e. they simply don't have the time or opportunity to invest in Elite that the more 'hardcore' players do.
With the solution suggested by Kerrash above, casual players could effectively stick to 'casual' systems and therefore play the game their way at a pace they can afford, wthout worrying that every interdiction will destroy all the progress they've managed to squeeze out of the limited time they have to play the game.
Meanwhile, hardcore Commanders could choose to dive right in to anarchy and war-torn systems and be guaranteed a high rank fight regardless of their own combat level - if that's the kind of experience they want.
It's also far more logical than effectively having a ghost fleet of invisible same ranked stalkers assigned to each and every player...isn't it?
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 you believe at what you say. You are very naive person. If someone SAY. That don't mean they DO. Everytime when i see ppl like them, i just find them playing a game. Still.. after all of what they say. And FD can see that by a REAL statistic. Not a bull like steamspy steamchart or whatever. They have a real statistic. And so far so very good.
Is this directly tied to the players rank, or do you use a distribution modified by the players rank? I really hope you mean the latter. It is somewhat tiresome to be interdicted by chains of Deadly and Elite combatants, when all prior lore seems to point to these guys being '1 in a thousand'.
Thanks for your hard work on these fixes, can't wait to see them in action
...my personal favorites...
-Fixed viewing the list of CG's, and the progress preview bar being wrong
-Permit Missions should now give a permit
-Added a contract element into the initial mission progression that checks the player's cargo hold - This prevents the player from taking missions if they don't have enough cargo in their hold when the reward has cargo in it
- Added Contract Element to all 'hand-in' panels to indicate when the player does not have enough cargo space for the cargo rewards and therefore cannot hand in the mission
-Allow missions & Community Goals to be completed at stations that have mission generation temporarily disabled
- Reduced the number of engineer mods on AI ships substantially, now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none
especially....
- Fix for seed spikes not spawning meta-alloys
...logged out & waiting...there are Barnacles on planet below me![]()
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)
.It's a distribution, but the upper bound is tied to your combat rank for interdictions. This doesn't affect normal ambient traffic, which is determined by the systems various factors. Missions are also able to apply overrides to NPC ranks.
Michael
.Which means I should be able to do favors in advance, and cash them in later.