In 2.1 we were introduced to custom NPCs based (mostly) on our combat rank, I see something similar being applied with the Thargoids, possibly related to naval ranks instead or as well.
![breaking the quiet part 3 forums breaking the quiet part 3 forums](https://blog.playstation.com/tachyon/2018/08/TheQuietMan.jpg)
The criteria seems straightforward, as you say it can be based on a 'scan' that captures the recent behaviour of the player, location is an obvious one too, but for me it seems logical to have the Cmdr opt in to direct conflict with a long-term mission (Navy Career anyone?) or to at least link this content to rank progression as in the original game. We have a couple of conflicting goals here, the Thargoids have been added as a foreboding, existential threat to civilisation as we know it, but need to remain gated content so that newbies are not completely overwhelmed, and players that would prefer not to engage in the new content have a way to do so.įrom the games perspective it makes sense that the individual Cmdr's actions dictate how the Thargoids treat them, from a story perspective it seems more likely that players are lumped into two simple groups: combatants & non-combatants where combatants are attacked, and non-combatants are intimidated but largely able to escape, or left alone. I for one will keep pushing for more non combat interactions, but I'm not disappointed with how things have gone so far. The only other thing I'll say is we're not half way through, we're barely 1/5 of the way through.
![breaking the quiet part 3 forums breaking the quiet part 3 forums](https://games-b26f.kxcdn.com/wp-content/uploads/2018/08/Quiet-Metal-Gear-5-600x300.jpg)
Simple fact is combat sells and they're the more vocal crowd. As much as I wish FD would give more emphasis to non combat interactions and gameplay, they won't. If you're the sort of person that to a UP to a black hole, then surely you must have taken different goods to the Thargoids to offer to them just to see what they would do.Īnd that's just the Thargoids, there's plenty of other things going on and being discovered, Megaships, crashed ships, INRA Bases.Ĭombat is always going to be the priority, unfortunately, there's nothing we can do about that. Finding out that that don't discriminate when one person attacks them in an instance, they treat everyone as enemies. Studying their behaviour to see what they react to, finding out what items they're interested in. Hasn't exactly worked out too great has it? One could be forgiven in thinking that the only place where fd are special is in their own imaginations ^Įxcept for all of the testing that can be done around the Thargoids. When I think about how 2.4 has played out so far, I groan inwardly and force an outward smile while loading up a different game and muse that things could have been so different but frontier thought they were in some way special and would do things differently. Social interaction and the tools to achieve it are among the worst I've seen in any game over a 30 year period.even freelancer was better at that aspect than elite and that's nearly two decades ago. There is no narrative that I can see.as an explorer, I wouldn't be aware of them at all if I dont follow the forums and didn't have a YouTube account.so really nothing has changed from how things have been fer the past 3 years.Īs it is, I stopped actually caring many months ago and have migrated elsewhere on what is now my fifth break from this game in 18 months.there's just not enough to keep me playing fer longer than a couple months at a time. The much hyped unique way in which this update was to be rolled out is.in my opinion.a complete and utter fail. While never really all that bothered about thargoids in the first place, it does seem to have fizzled out like a damp and faulty firework.