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  • cheesenbiscuits's Avatar
    Today, 10:15 AM · 5195 replies and 279280 views.
    10 PRINT “SC PU” 20 GOTO 10
  • Factabulous's Avatar
    Today, 10:15 AM · 58 replies and 1702 views.
    And I wonder where those premarked locations came from... imagine, if you went out there looking you could be the one finding things ... Only yesterday I found a new ship crash that hadn't been reported before, because I saw the POI and investigated. But now I guess its 'premarked', googleable and uninteresting...
  • Sir.Tj's Avatar
    Today, 10:15 AM · 87 replies and 1642 views.
    Sir.Tj replied to a thread Blame TJ in Off-Topic Discussion
    Some of my finest work. I didn't create this but damn it was good. See if you can spot the blame.
  • askavir's Avatar
    Today, 10:14 AM · 3851 replies and 207259 views.
    That's the main difference of opinion regarding the proposed exploration "improvements". To you (and many others), finding out where the planets are is the end. For me (and many others) it's just the beginning. Finding out there is some remote iceball somewhere doesn't fill me with any kind of joy or fulfillment whatsoever. Discovering and interacting with things on some remote iceball does. While I (and many others) were hoping all year that content and mechanics would be added and expanded upon to what happens AFTER we locate the celestial bodies and proceed to actually explore them, FD thought it would be nicer to make the exploration "revamp" occur before the actual beginning, which is at the same time depressing and also genius, as it's the perfect way to tick the "we did the exploration revamp" box without actually adding anything to exploration.
  • Benji85's Avatar
    Today, 10:12 AM · 50 replies and 1835 views.
    Asw adds up to 30 ms if latency so it's less then ideal and takes away from presence in my experience
  • DLewth's Avatar
    Today, 10:11 AM · 5195 replies and 279280 views.
    Don't start me on don't start me, n00b. EBCDIC punch tape FTW.
  • QA-Mitch's Avatar
    Today, 10:10 AM · 1 replies and 26 views.
    Hey NewBlacksmurf, Very sorry for the ongoing frustration with this issue. As you're aware we're currently working on this as a top priority. I've added your feedback to the investigation.
  • Lord_aNOOBis's Avatar
    Today, 10:10 AM · 5 replies and 128 views.
    Lord_aNOOBis replied to a thread In-Game Event: War in Carcosa in Community Events, Media & Creations
    And yet again...thanks to all our commanders and supporters out there in Colonia. Awesome job!
  • rootsrat's Avatar
    Today, 10:10 AM · 168 replies and 5055 views.
    Yes, it's exactly that! It was initially meant to be an event for The Winged Hussars (and as such would be hosted in Polish etc.), but I may open this up for the whole community, why not? :D I've only get the idea few days ago, so nothing specific planned yet, apart from the fact that it would be checkpoint based - aka we all wait at Checkpoint 1 for everyone to get there and only then we all set off to Checkpoint 2 and so on. No suitable planet found yet, no dates or anything apart from that though.
  • Stigbob's Avatar
    Today, 10:10 AM · 62 replies and 2184 views.
    That's why I gave a non-boffin warning. I'm happy to bow to your wisdom.
  • Silent Pact's Avatar
    Today, 10:09 AM · 22 replies and 261 views.
    Persistent POIs - though I'd prefer if you had to discover them half by chance rather than simply have them pop up semi-automatically on some screen or other: Abandoned forward exploration base-camps. Maybe with player-recoverable data points exchangeable for credits/mats/data. And/or embedded storyline trails for the intrepid explorer to follow. I quite like this sort of thing if only because it might sit there undiscovered for ever. Or not. Downed exploration ships. Perhaps with recoverable cartographic data - nothing major, maybe just the equivalent of the current ADS honk for a neighbouring system. Expedition resupply dumps? AFMU refills. Hull repair options. Again, these ought not to be something you'd be actively seeking (as in, I'm getting a bit worried, time to look for a resupply dump), rather just a nice thing to come across if you're lucky (unlucky?) out in the void. I'd also quite like to be able to place beacons. Not bookmarks, beacons. So that other players can home in on something...
  • Cavindar's Avatar
    Today, 10:07 AM · 7 replies and 257 views.
    Well if you going to make some suggestion here some here or And yes thats from Space Dandy.........
  • rootsrat's Avatar
    Today, 10:06 AM · 87 replies and 1642 views.
    rootsrat replied to a thread Blame TJ in Off-Topic Discussion
    They are even naming horses that...
  • Twrchuk's Avatar
    Today, 10:05 AM · 62 replies and 2184 views.
    True. But even an attempt at doing something like that could (and should..?) be misconstrued and reported. Better in my view to get clear evidence and present it so that there's no doubt possible and stringent action taken.
  • disorganise's Avatar
    Today, 10:05 AM · 3851 replies and 207259 views.
    Agreed. Fortunately that's not how ED is implemented. It's more like "press start", "congratulations, you found a person " Now you can decide whether to run away or go find out if this person is a princess, and then decide if you should save her.
  • Ziljan's Avatar
    Today, 10:03 AM · 3851 replies and 207259 views.
    I imagine that's going to be a balance between ease of use and complexity. If they want the mechanic to have longevity, then the signals need to be complex enough that there is at least some question of what you're looking at. However, the signal also needs to be able to give you a hint of the general class of objects you're looking at so you can quickly decide whether or not to move on to another system. There also needs to be curve balls thrown in to keep us on our toes and not get too dismissive of seemingly low value system that are hiding gems. That could come in the form of mapping results though, which hopefully isn't independent of the scanner results, so that they're connected and integral. So yeah, even somewhat simple mechanics like the one they've described in the OP are very complicated to design properly. They may not get it perfectly right on the first try, but that's Ok. They do have a track record of somewhat perfectly dialing in far more complex mechanics like Combat and the BGS,...
  • Walt Kerman's Avatar
    Today, 10:02 AM · 22 replies and 261 views.
    Added to OP
  • babelfisch's Avatar
    Today, 10:02 AM · 499 replies and 10438 views.
    Nah, I was just pointing out how bascially all discussions about the 2.8% are nonsense. No matter how we twist it, it's a fact that it isn't happening often. 2.8% could mean that 100% flip the board every 35th time. In that case it's no big deal. 2.8% could also mean that 2.8% flip the board all the time. In that case it's still no big deal. 2.8% could also mean that 50% flip the board every 70th time. I can't see why it suddenly should become a big deal. The people who are board flipping are either not doing it very often or they are very few or both. That said, I fully agree that nothing of this tackles the underlying issue, which is that mission generation sometimes feels completely wrong. I don't think all missions should be available everywhere all the time, but certain economies, faction types and system states should virtually guarantee certain mission types to spawn while still maintaining some diversity. So if I want to do a certain mission I just need to know how the mission generation...
  • Memnoch's Avatar
    Today, 10:01 AM · 5195 replies and 279280 views.
    How did that happen? But thank goodness the important stuff was fixed: Implementation of invisible walls proceeds nicely. I guess looking down the long list of bug fixes, this should enable BoredGamer to spin out another video as he simply reads that off.
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