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Actually I did that in a freighter assault mission -- started out by attacking a different freighter, got up to 4 stars, then jumped to the target freighter with the sentinels chasing me: https://www.youtube.com/watch?v=hzd2i_N6S9k
I did lots of shield recharging. It certainly would be more challenging without that, haha. I could also turn off auto-tracking and take six shots of vodka before starting a freighter assault. But I feel like it would be good for combat to be a challenge without artificial handicaps, too...
Some people don't have the "Git Gud" factor. And some might claim the game is easy to them, but are just on a different level over most. And some just want to be spoon fed.
This all has to be factored and accountable. And while I understand some games are fun while providing a challenge, and I'm aware that dogfights have always been apart of this game, I believe HG's imprint on these ideals are to keep it casual enough for player's to get a fun and fair experience, while having a choice in whether or not they want an addition challenge, or "harder" content to tackle.
Taking shots while fighting in NMS is not artificial, nor is it a handicap! Just sayin.
Maybe I should take a shot every time I accidentally crash into an asteroid XD
They really went all out with the wide as an ocean and as deep as a puddle analogy.
There is almost 0 depth to the game. It seems as grand and epic as it is, because there is like a hundred Different things you can do.
But each mechanic, each task, when broken down and actually examined, is inheritantly incredibly dull and easy. You can stay interested because there IS such an amount to keep you occupied. But since it's depth plays like baby's first video game, I don't think it can ever be considered a master piece.
Making the combat far deeper than it is now alone would DRASTICALLY improve the game as a whole imo since combat is relevant in most other tasks you do.
Then, please, use this logic on every game ever released. If you break things down, you will inheritantly end at "Clicking your mouse or a key on your keyboard - that is your gameplay." And by this every game would be dull and easy.
NMS is called a sandbox. You do what you want to do and - more importantly - you invest what you want to invest to increase the desired outcome. Which translates into: NMS is as shallow as you want it to be and as deep as you want it to be. By simply roleplaying it - like in a real sandbox where you build castles (that are just made out of dirt and almost always don't look like castles but just heaps of sh*t that a dog made on your yard).
It's a playground. It provides the tools - what you will make out of them is totally up to you.
No, the combat isn't hard.
No, the combat isn't exciting.
That's all.
So, back to Elite Dangerous then?
Idk, it seems like HG is making a legit effort to improve combat, in the sense that the whole outlaws update is kinda centered around it. The changes they made were just...a bit wide of the mark.
I agree with you, but its subjective. Some players (mostly noobs I think) find the combat hard and exciting. Why do you want to burst their bubble?
Afaik the only time anyone finds the combat hard (or interesting) is they don't know about the auto-aim feature and/or don't know about the infinite shield recharge on the quickbar yet. I've yet to hear from anyone that finds combat challenging or interesting that isn't artificially handicapping themselves in some way (e.g. disabling auto-aim, not recharging shields, etc).
It just seems like a bad combination right now of, there's quite a bit of combat in this game and everyone gets subjected to it regularly...but it's kinda shallow and lame. IMO it should be less prevalent, or higher-quality/deeper, or ideally both :)
I never turned on autoaim, because the pirates are so easy to kill with just me aiming. You might as well turn on autopilot and let AI bots fight themselves
You know what's the funny thing about this? All those games that are praised for their combat do those things for you: They force you into a narrative and limit your possibilities by putting a handicap unto you. That's what makes those games challenging and that's the reason people are praising them.
Here, NMS doesn't do that and it leads to two possibilities:
Either NMS will put a handicap unto you (for example - remove the ability to recharge your shield inside of an ongoing combat) - or you put this handicap unto yourself.
And in my opinion, the current version where you have to limit yourself, is the better and more suitable option for NMS as this game doesn't want to be a hardcore space shooter but a sandbox in which you can choose for yourself being inside a hardcore space shooter by limiting yourself instead of having the game limiting yourself.
The game works in its current iteration - providing a sandbox experience you can alter to your suits.
My general feeling is that combat ought to feel challenging and fun even using all the tools at my disposal...but I admit, in this case, I ended up caving and disabling autoaim, stopped using the positron ejector, and limited my use of shield recharging, just to keep things vaguely interesting.