What do we learn from Lugh?

I learned that FD are constantly making great decisions to make the game enjoyable for a lot of people.

What I would like to see is some sort of ending to the combat zones. Like a temporary win for a short period of time. Giving you time to relax and wait for the next wave.
 
I've seen the exact same thing, I've only had Eagles have stay to fight me in my FDL. Vultures and other FDL just withdraw or leave all together, unless I'm massivly out numbered then they desend in bloodlust. Which does indeed imply the majority of Fed players are just there to farm NPCs.

On the Crimison state side, I've seen the exact opposite. People are putting big expensive ships in the line of fire, even Anaconda are wading into the fray. Those are big rebuys being put on the line, it goes to show that having cause is a really good incentive to get involved.

Elite Dangerous needs more causes to champion.
I think more likely than the fact that Crimson State players have more integrity, are better looking and just plain excellent in bed is the fact that the Equality party is paying out much more because of the capital ship. Equality are attracting more players who can't really afford to rebuy anything bigger than a cobra and it's the Crimsons that all 1%ers who can afford to have principles are siding with.

Ways to improve :

- Blockade or combat goal should be set to open only. The T9 goal should be countered by Fed players in supercruise or at the station interdicting and taking out Lugh cmdrs before they smuggle the goods in the station. Right now you can slip in solo and make a ton of cash with no consequences.
- Players shouldn't be able to switch sides, once you sign up for a Lugh or Fed goal you're locked in to it. This will automatically lock you in to that faction when you enter a combat zone.
But people aren't playing the way I want them to! Somebody do something!

They should also sort out or remove the "military interdictions". I'm sick of getting pulled over by a military ship that does nothing except inconvenience me. If we were locked in to factions and I've picked Lugh and I'm pulled over by the Feds then they should attack and visa versa. Right now it adds nothing to the gameplay at all.
I'm with you here though, interdictions in general are nothing but a way for NPCs to grief you.

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You guys are missing the entire point of Solo mode.

If solo mode is too easily 'farmed' towards Community Goal then the solution is not to penalize Solo players, exclude them from the Community Goal as a whole, or force them into Open Play.

The solution is for Frontier to make the (currently) useless NPC's more of a challenge. Elite NPC ships should destroy the average Elite player (in similar ship as the NPC) 9 out of 10 times. The fact that Elite ships end up doing 'a little bit' more damage to your outer shield layer than anything lower than Elite is not a challenge.
Is that not just the same thing though? Just making the AI so good that it kills 90% of solo players is effectively the same thing as banning that 90% from doing the event in solo.

It's not Elite Dangerous, it's Elite Useless-NPC's.
:rolleyes:
 
Well, this blew up over night! Thanks for the input everyone, I'm sure the devs know about the issues by now and have ideas how to improve it for the future. I'm very optimistic in that regard, seeing FD regularly reacting to community complaints.
 
The game needs "fast travel" for these community goals. It was the same the last few CGs, just too far away to bother.
No: Fast travelling would make easier the quick grind of goals that would come together in different places of the galaxy.
The reward are good enough to make you "bother". And if you dont, it's your call.
 
I think we need better mini-objectives instead of 'haul this' or 'kill that'. So if for example Crimson State can knock out a Cap ships guns for 5mins they win a bonus or if the Feds Interdict a Hauler and steal/prevent the weapons arriving then that could be a goal too.

More variety would add a lot more depth imho and more people could be involved without it 'just' being about Combat Zones.
 
I hope you reported them.
Do you want to get into a semantic argument about the word I used? Or can we agree that it's nothing but an irritation to be less than a light second from your destination and have an NPC interdict you, leaving you with the choice of either submitting (and ending up much further away from your destination because it dumps you where the interdictor is) or escaping (and ending up much further away from your destination because you flew away from it while avoiding the tether)?
 
This.

This is why combat zones are very one sided. One or two wings on the same side and you end up with 4-8 players dominating the enemy field, taking out everything in sight. NPC which are on their side only bolster their numbers, while enemy NPCs get taken out faster than they can spawn.

This leads to players claiming that combat zones are boring and fighting over targets. This leads to kill stealing, friendly fire and whatnot.

In the meantime, opposing players trying to join the instance only find themselves in front of a wall of red contacts, with the only option to quit the instance, or quit the game (since the game will place you in the same instance on re-entry) or end up playing a cat and mouse game (if they have a fast ship) which can be fun, in the beginning, but gets boring fast and leads to no combat bonds.

In short, NPCs should be used to balance player presence in an instance, by having ships of appropriate strength and size either spawn or supercuise away accordingly.

I can wholeheartedly agree to this. Last night I took the mission for CSG only to find myself in CZs with 4-6 enemy CMDRs ending up playing the cat and mouse game. That wasn't so much fun.
 
What do we learn from Lugh?

$19,654,444,378cr
5858 players

in two days?


thereclamationoflugh_3_19_2015.jpg
 
Lugh has been going on for over a week.

I don't know what can be done about the unbalanced conflict zones with the way the instancing works. In a client-server model maybe we would be able to have a lot more players consolidated into instances, and that might help. Another option might be to do a queuing system where the instance isn't created until there are a minimum number of players on either side, but I don't think players would like that in the context of the main world (though it would probably be how the arena piece that has been rumored works).
 
Lugh has been going on for over a week.

I don't know what can be done about the unbalanced conflict zones with the way the instancing works. In a client-server model maybe we would be able to have a lot more players consolidated into instances, and that might help. Another option might be to do a queuing system where the instance isn't created until there are a minimum number of players on either side, but I don't think players would like that in the context of the main world (though it would probably be how the arena piece that has been rumored works).
I imagine there is already something going on behind the scenes when it decides what instance to drop you in. Queueing doesn't really work though given the way we drop out of SC, would it make us pause for x minutes?

As for the guys complaining about jumping into 6-8 enemy commanders, they're usually very spread out. I find if you start killing some on the outskirts the others rarely even notice what's going on until it's too late, I think most people must be running E class sensors or something and just not see when I turn red next to their buddy.

On top of that most of them run gimballed weapons in these sites, bring double chaff and a shield booster and you're laughing. Not that you have any incentive to do this given that they pay out no more than NPCs. But hey.
 
Is the smuggling Intel still going. Stuck in middle of a forest at moment but hoping to get on tomorrow maybe even tonight if I do a runner
 
Lugh has been going on for over a week.

I don't know what can be done about the unbalanced conflict zones with the way the instancing works. In a client-server model maybe we would be able to have a lot more players consolidated into instances, and that might help. Another option might be to do a queuing system where the instance isn't created until there are a minimum number of players on either side, but I don't think players would like that in the context of the main world (though it would probably be how the arena piece that has been rumored works).

I was in an instance with eight enemy commanders last night. A guild mate invited me to a wing and they tried to drop into my instance, but it just wouldn't let them. We all friended each other, etc., but it wouldn't let more than nine people into the instance. There is a LOT of room for improvement here.
 
What we can learn is that these events need more explanation and communication in the forums: Where to join; Where to choose a faction; Where to cash your bonds; etc. Even now its not clear to me what the idea is of the tiers and the reward scheme: Do we have to wait until the event is over for a final reward? Anyway: Communication, advertising, it could be MUCH better!
 
What we can learn is that these events need more explanation and communication in the forums: Where to join; Where to choose a faction; Where to cash your bonds; etc. Even now its not clear to me what the idea is of the tiers and the reward scheme: Do we have to wait until the event is over for a final reward? Anyway: Communication, advertising, it could be MUCH better!

Yeah, I assume the tiers are the reward amounts and as more and more players contribute the tiers progress. I think it ends at the given time. I could be completely wrong, this is just what I assume.
 
No: Fast travelling would make easier the quick grind of goals that would come together in different places of the galaxy.
The reward are good enough to make you "bother". And if you dont, it's your call.

Fast travel doesn't mean free travel, it can be a 1-time purchased ticket to go alongside the community goal itself, say, 20% of the ship's market value, plus fuel costs for the distance? That should deal with any rare/exploration abuse issues with a general fast travel.

It can be implemented as a bulletin board item so it doesn't need any unique UI, and then the ticket appears as a nav point in the Systems panel that can be jumped to. (As a path of least resistance solution to get it in the game, rather than wait for some earlier proposed space taxi thingy using cruisers etc...). Only valid for the current community goal.
 
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