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NPCs are damn too strong. - Printable Version

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RE: NPCs are damn too strong. - bloogaL - 10-30-2013

(10-30-2013, 11:53 AM)AeternusDoleo Wrote: - Adjust loadouts - again -. Reduce armor and shield values, but leave D17-19 intact as is.

Try doing it by a decent amount this time so you don't have to keep doing it over and over. Make them inconsequential to any interaction, as people are asking.

(10-30-2013, 11:53 AM)AeternusDoleo Wrote: - Cap loadouts left intact. Where there's enemy caps, you shouldn't be unless you expect a fight.

It's one thing to expect a fight, another to have that fight interrupted and made pointless by cap NPCs. [Image: emoticon-00133-wait.gif]


RE: NPCs are damn too strong. - Curios - 10-30-2013

(10-30-2013, 11:53 AM)AeternusDoleo Wrote: - Cap loadouts left intact. Where there's enemy caps, you shouldn't be unless you expect a fight.

Yeeeeeeea, especially when you jump right into the GRN battleships in Leeds when leaving NL hole with transport assuming that when you're using a smuggling way it's harder to meet with anything like that.

Patrols are retarded and I have no idea why those everspawning god knows where bots must have up to any impact on RP at all.


RE: NPCs are damn too strong. - Lythrilux - 10-30-2013

(10-30-2013, 12:01 PM)bloogaL Wrote:
(10-30-2013, 11:53 AM)AeternusDoleo Wrote: - Adjust loadouts - again -. Reduce armor and shield values, but leave D17-19 intact as is.

Try doing it by a decent amount this time so you don't have to keep doing it over and over. Make them inconsequential to any interaction, as people are asking.

(10-30-2013, 11:53 AM)AeternusDoleo Wrote: - Cap loadouts left intact. Where there's enemy caps, you shouldn't be unless you expect a fight.

It's one thing to expect a fight, another to have that fight interrupted and made pointless by cap NPCs. [Image: emoticon-00133-wait.gif]

Dan hit the nail on the head.
Stop going "Oh, this will probably be what people want". The customer/consumer/audience is always right, you need to shape the mod around that.


RE: NPCs are damn too strong. - Curios - 10-30-2013

(10-30-2013, 12:13 PM)Lythrilux Wrote:
(10-30-2013, 12:01 PM)bloogaL Wrote:
(10-30-2013, 11:53 AM)AeternusDoleo Wrote: - Adjust loadouts - again -. Reduce armor and shield values, but leave D17-19 intact as is.

Try doing it by a decent amount this time so you don't have to keep doing it over and over. Make them inconsequential to any interaction, as people are asking.

(10-30-2013, 11:53 AM)AeternusDoleo Wrote: - Cap loadouts left intact. Where there's enemy caps, you shouldn't be unless you expect a fight.

It's one thing to expect a fight, another to have that fight interrupted and made pointless by cap NPCs. [Image: emoticon-00133-wait.gif]

Dan hit the nail on the head.
Stop going "Oh, this will probably be what people want". The customer/consumer/audience is always right, you need to shape the mod around that.

lol, devs makes the game they want, not the game you want.


RE: NPCs are damn too strong. - Lythrilux - 10-30-2013

(10-30-2013, 12:15 PM)Curios Wrote:
(10-30-2013, 12:13 PM)Lythrilux Wrote:
(10-30-2013, 12:01 PM)bloogaL Wrote:
(10-30-2013, 11:53 AM)AeternusDoleo Wrote: - Adjust loadouts - again -. Reduce armor and shield values, but leave D17-19 intact as is.

Try doing it by a decent amount this time so you don't have to keep doing it over and over. Make them inconsequential to any interaction, as people are asking.

(10-30-2013, 11:53 AM)AeternusDoleo Wrote: - Cap loadouts left intact. Where there's enemy caps, you shouldn't be unless you expect a fight.

It's one thing to expect a fight, another to have that fight interrupted and made pointless by cap NPCs. [Image: emoticon-00133-wait.gif]

Dan hit the nail on the head.
Stop going "Oh, this will probably be what people want". The customer/consumer/audience is always right, you need to shape the mod around that.

lol, devs makes the game they want, not the game you want.

Which is precisely my point, they shouldn't be doing that as it just makes for a much messier mod, a lot of tears and time being consumed.


RE: NPCs are damn too strong. - LunaticOnTheGrass - 10-30-2013

Quote:P.S. But devs NEVER listen to anything said on forum. At least since I'm playing here I can't count a SINGLE idea that was discussed on forum that was implemented into the game, EVER.


EVER.


RE: NPCs are damn too strong. - Vrouw - 10-30-2013

100% agree.

I live in America and have below average internet, I should not be forced to run away from NPCs every fight - heck, I can barely fight big groups in a Cruiser because they completely tear apart my shields. AS A CRUISER. There's a problem there.


RE: NPCs are damn too strong. - Syrus - 10-30-2013

(10-30-2013, 11:53 AM)AeternusDoleo Wrote: Cerbies are the least powercore-unfriendly weapons on the heavy turret repertoire. I explicitly didn't put mortars on them to prevent them from being too overpowered. 4.85 Isis-esque NPCs would make for more tears. Players tend to be able to fire their Cerbies all out as well.
Just - their Cerberus turrets, yes. But NPCs fire ALL their weapons all the time. Them having Ceberus turrets almost doubles their overall damage output.

With average normal turrets and an average missile on a heavy cruiser with 12 guns (4 heavy, 8 normal; a cruiser with less normal guns would be impacted even more by having Cerbs):
Code:
6 Normal     5'000 * 6 = 30'000
2 Pulse        800 * 2 =  1'600

2 Cerberus  18'500 * 2 = 37'000
1 Missile   15'000 * 1 = 15'000 (ammo based?!)
1 Shock Ray  9'750 * 1 =  9'750
The same pretty much also goes for BCs and BS.

EDIT:
Also... light mortar on infinite core wise...
Blood Dragon Cruiser NPCs (and LSC NPCs? Haven't fought them lately).


(10-30-2013, 11:53 AM)AeternusDoleo Wrote: - Cap loadouts left intact. Where there's enemy caps, you shouldn't be unless you expect a fight.
Tell that to the Caps which shouldn't be, where you should be...?


RE: NPCs are damn too strong. - Curios - 10-30-2013

(10-30-2013, 12:20 PM)LunaticOnTheGrass Wrote:
Quote:P.S. But devs NEVER listen to anything said on forum. At least since I'm playing here I can't count a SINGLE idea that was discussed on forum that was implemented into the game, EVER.


EVER.

Since when fixing bugs is to implement what people ask for and what people propose to implement? Or wait. Someone proposed to add bugs?

Jokes aside. Fixing bugs is cool and stuff. But we're talking about some other matters.

P.S. This thread is kinda the example. For years many people were asking to nerf NPCs. First change came as CD removal, everyone assumed that here it is, we're going to have a better gameing! Wow and stuff. But then we realized that cap patrols were added everywhere they shouldn't even be, with CD on board of cause, lol.


RE: NPCs are damn too strong. - AeternusDoleo - 10-30-2013

(10-30-2013, 12:13 PM)Lythrilux Wrote: Stop going "Oh, this will probably be what people want". The customer/consumer/audience is always right, you need to shape the mod around that.

We tried that in 4.84 when folks asked for Gallia. Peoples wishes change faster then a volunteer devteam can keep up with. Not to mention that every bloody player has their own wishes. And keep in mind that devs do this for fun too, if you ask someone to build something they themselves will loathe, for free, you're probably going to get a "Yea, try doing it yourself then..."

NPCs as weak as players are asking really have no point to exist. Simpler to disable them entirely then. Shall we do that instead? Not a whole lot of work to repeatedly press delete. Yes, that was sarcasm.