News Elite Dangerous: Ascendancy | New Release Date and Release Schedule

it would be just wonderful and calming down many of us if FDev could share Ship Info with i.e. EDSY author(s) so we can get busy planning engineering builds even is case of further delay(s) and/or while servers will be down during 31th.

You can sort of do this on EDSY at least already..

Experimental mode (enable via Help) allows you to put larger modules in smaller slots, and the Vulture has the same hull mass of 230T, so by overriding EDSY's Vulture you can mess with possible pseudo Mandalay builds, putting Mandalay-size core modules and appropriate optionals in place.

It's pretty usable for sketching out "lean" explorer builds but not much use for combat builds because you can't add more slots, so instead of the Mandalay's 10 optionals and 6 hardpoints, you only get the Vulture's 7 optionals and 2 hardpoints.

As an example / starting point, here's a non-boosting, miserable, max range build showing the Mandalay's theoretical jump limit of 91.53 LY. It's practically unusable, of course; upgrade flyability and durability to taste..
 
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But fix it by means that still allows the 'worst' for those who want it, or that it follows consistent logic so people can avoid it.

I'd be mortified if NPCs wind up the pointless soap bubbles we had in PP1.
I wonder just how many players would b involved in PP 2.0 if the aggression of NPCs was particularly challenging?
I understand that at least 3 posters here would like them to be of a skill level that would present similarly to a human player...
 
The problem with using streamers to test the game is they’re not trained to find bugs, and they’re really not interested in finding bugs.
Put 200 beta testers on a server for 72 hours with groups testing each different area of the game and they will make it worth FFev’s time and money. If I was FDev’s ED Validation Manager I’d bet my job on it (and I seriously would be).
I believe there is a beta testing ongoing before new update is released, probably done internally. Of course massive community beta testing would be great to have...
 
To be honest, yes I'm excited about the Mandalay and I'm disappointed about another release delay. I honestly don't really care much about the PP 2.0 release, I don't participate in PP very much anyway. What has my panties in a bunch is I worked so hard to do more than enough damage to Raijin to get my first decal for its destruction, and now I have to wait just for that even longer also? Come on, FD, don't delay that too. Delaying EVERYTHING like this is discouraging for those of us that are finally dipping our toes in the deep end with this war.
 
I wonder just how many players would b involved in PP 2.0 if the aggression of NPCs was particularly challenging?
I understand that at least 3 posters here would like them to be of a skill level that would present similarly to a human player...
You could please everyone if you had systems that reward for taking more risks- what is not a good idea is trying to make one monolithic skill level which fails people who want to grow.

The other difficulty is finding common ground with players who wet themselves over having one notoriety point and a feature that has NPCs that come after you baked into it.
 
I wonder just how many players would b involved in PP 2.0 if the aggression of NPCs was particularly challenging?
I understand that at least 3 posters here would like them to be of a skill level that would present similarly to a human player...
can just add another level of increased difficulty at least for cz, now they are really very simple.
 
You could please everyone if you had systems that reward for taking more risks- what is not a good idea is trying to make one monolithic skill level which fails people who want to grow.

The other difficulty is finding common ground with players who wet themselves over having one notoriety point and a feature that has NPCs that come after you baked into it.
There is no way everyone could be pleased in any game, and in this game there are surely players who wish for the PP modules with minimal risk to their chosen play style.

I just have to chuckle over the "too aggressive" NPCs, PP needs its own mode, then only truly interested players need 'risk' the (properly aggressive) NPCs that will present a true challenge.

It would just bring outrage from some that their game had suddenly became Dangerous, rather than Dangerless
 
It would just bring outrage from some that their game had suddenly became Dangerous, rather than Dangerless
I can’t imagine the outrage when(if?) Frontier dare to give the Titan war arc the sendoff it deserves with Cocijo and more locations deeper within the Bubble start getting struck by the angry space flowers (or insert one of the other colorful wordings Paul has used in the past here)… meanwhile, the location next door is still just as good for hauling, hunting pirates or whatever else in perfect peace of mind. Given the abundance of locations available to do XYZ in the Bubble, I feel like it wouldn’t be warranted in such a case. Unless your only alternative were Hutton Orbital, of course.

Powerplay? Well, I can’t say too much about that one, never having gotten involved (and having no plans to). But there is also a reason that I mostly started to engage with the Thargoid content (until it became another toothless threat, then I spent less of my time there) as opposed to the standard PvE*.

*I did recently discover the ‘megaship assault’ scenarios and those do provide some measure of interest where using a, say, Corvette is not complete overkill especially with no other players about, without turning the enemies into just being bullet sponges as CZs do. Part of the reason I like it less now is that it just comes down to stacking hitpoints and then you just needn’t worry about anything.

Still, Thargoid Interceptors as an enemy are mechanically more interesting to me than human NPCs which you just facetank or if you can get behind those big slow Condas shoot with impunity. Putting aside that most of the CZs spam the Cyclops target practice…
 
There is no way everyone could be pleased in any game, and in this game there are surely players who wish for the PP modules with minimal risk to their chosen play style.

I just have to chuckle over the "too aggressive" NPCs, PP needs its own mode, then only truly interested players need 'risk' the (properly aggressive) NPCs that will present a true challenge.

It would just bring outrage from some that their game had suddenly became Dangerous, rather than Dangerless
It is possible, I'm convinced of it- what it requires is a consistent and logical approach.

For example, sec scaling to PP reinforcement level- unoccupied is nothing, exploited is some (a vanguard of PP ships), fortified has more and stronghold is highest.

Add to that NPC response based on detection (so no scan = no NPC spawns) enabling stealthy players more time, as well as NPC difficulty based on activity (so aces get the full fat response, those starting out the bare minimum) .

All of that is consistent and logical.

I just have to chuckle over the "too aggressive" NPCs, PP needs its own mode, then only truly interested players need 'risk' the (properly aggressive) NPCs that will present a true challenge.
And I'm advocating for what is a selfish desire- for what I want. I will not play a PP2 long term if its dull. Encouraging new player is essential, but unless there is headroom on the skills curve to grow, how long will people hold an interest?
 
You can sort of do this on EDSY at least already..
I sort of did that already, but based on AspX (with mass subtracted). Questions are more advanced: boost multiplier and shields multiplier. Without those me personally can't decide on Thrusters (4D vs 5D), PD (perma-boost vs jump rage) and sufficient Shields for first long expedition.
 
can just add another level of increased difficulty at least for cz, now they are really very simple.
And this is what I hate- compartmentalization of a BGS that supposedly is seamless. I want more emergent situations from RNG, not less - convenient USS's walled off from SC, which is walled off from more assertive PP NPCs, and so on. It should all be as closely knit as possible.
 
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People in Partner program are far more skilled than most (if not any) of full-time testers.

72 hours of what? Actual tests? To test anything related to PP every and each of 200 beta testers has to gain some knowledge before tests (ED is not the most novice-friendly). That quickly runs to hundreds of thousands real money.

Nothing personal, but if you was then you would be fired by this moment for hiring those 200 beta testers. Why? Because we will do that for free and even will give FDev some money for ARX Mandalay. It seems to be the way as Software Industry works nowadays.
Vet simple test updates are open
 
I don't quite understand the idea of 'early access'. Doesn't the Mandalay come as part of Ascendancy, for everyone?

No, Fdev have switched to a model where each newly coded ship is unlockable for ARX three months before they become generally available for in-game credits. So if you're a cheapskate like me the Mandalay will become available in three months.
 
People in Partner program are far more skilled than most (if not any) of full-time testers.
When you say Partner program I'm assuming you mean streamers.I don't see how you could ever prove that so I won't bother responding.
72 hours of what? Actual tests? To test anything related to PP every and each of 200 beta testers has to gain some knowledge before tests (ED is not the most novice-friendly). That quickly runs to hundreds of thousands real money.
I'm talking about testing the game, not just the new stuff. You add or change code you take the chance of breaking unrelated areas.
Miners test mining. Bug hunters test Thargoid stuff. Fighers test (etc. etc.)
And you don't pay the beta testers money. You telling me you would require payment to test the latest drop of engineering code?
What you do is gather pilots from the different groups (Mining, Thargoid, etc.), teach them how to report issues and let them do their thing.
Nothing personal, but if you was then you would be fired by this moment for hiring those 200 beta testers. Why? Because we will do that for free and even will give FDev some money for ARX Mandalay. It seems to be the way as Software Industry works nowadays.
Well you see from above I wouldn't pay them money. The honor of being a tester and maybe some bling would do it.
And no, I wouldn't get fired. Did you see the part where I've been doing this 30 years? I'm not talking trash here.
I managed the testing and release of over 20 major Firmware, Driver and Apps at various companies. Not bragging, just stating I'm experienced with Validation.

And that's all I'll say about this. I made my statement and I'm really not here to argue, although I'd enjoy chatting with other Software Validation Engineers!

I am glad FDev waited. I'm sorry they had to. I'm saying there are ways to avoid it.

See you in the black!
o7
 
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It is possible, I'm convinced of it- what it requires is a consistent and logical approach.

For example, sec scaling to PP reinforcement level- unoccupied is nothing, exploited is some (a vanguard of PP ships), fortified has more and stronghold is highest.

Add to that NPC response based on detection (so no scan = no NPC spawns) enabling stealthy players more time, as well as NPC difficulty based on activity (so aces get the full fat response, those starting out the bare minimum) .

All of that is consistent and logical.


And I'm advocating for what is a selfish desire- for what I want. I will not play a PP2 long term if its dull. Encouraging new player is essential, but unless there is headroom on the skills curve to grow, how long will people hold an interest?
Well I slept and had a think about this- isn't the issue that NPCs are too aggressive, rather than too difficult to blow up? That seems to me more of a problem that they keep appearing in places they shouldn't and going straight on the attack. That's fine if you're an enemy in their stronghold, but if for example you're both outside your respective powers regions, it's probably going a bit far.
 
Well I slept and had a think about this- isn't the issue that NPCs are too aggressive, rather than too difficult to blow up? That seems to me more of a problem that they keep appearing in places they shouldn't and going straight on the attack. That's fine if you're an enemy in their stronghold, but if for example you're both outside your respective powers regions, it's probably going a bit far.
Its why I envisioned it based on the level of that systems power development- strongholds are fortress systems, so should be tough. But at the same time, if you have the abilty to sneak in you can rove at will until a PP NPC scans and identifies you- and sets off the response. Its fair, and uses skills not really used in ED.

Its essentially this https://forums.frontier.co.uk/threa...-npc-player-scan-spawns-an-atr-vessel.533172/ where you are smuggling yourself about.
 
No, Fdev have switched to a model where each newly coded ship is unlockable for ARX three months before they become generally available for in-game credits. So if you're a cheapskate like me the Mandalay will become available in three months.
Thanks. And I am indeed a cheapskate; Yorkshire born and bred in fact :D

Three months it is, then. Ho, hum...
 
There is no way everyone could be pleased in any game, and in this game there are surely players who wish for the PP modules with minimal risk to their chosen play style.

I just have to chuckle over the "too aggressive" NPCs, PP needs its own mode, then only truly interested players need 'risk' the (properly aggressive) NPCs that will present a true challenge.

I like the idea that some parts of the game can be really tough. Even so, that part doesn't have to be the whole of Powerplay - there's plenty of space for multiple difficulty tiers.

It seems counterproductive to require new or non-combat-focused players to fly G5 hardened ships and manifest expert combat skills simply in order to participate in Powerplay at all.

Reading some posts you might get the impression Powerplay should be entirely a late- or end-game activity for combat experts, but that seems neither intended nor optimal. I don't think anyone really wants that degree of exclusion across the board.

Ideally (IMO) Powerplay should offer the full gamut of NPC opposition strengths from G5 tough to relative pushover, where the player, with a little knowledge and experience, can position the difficulty slider by selecting the location and type of activity they engage with reasonable confidence (and maybe some "natural variance".)
 
It seems counterproductive to require new or non-combat-focused players to fly G5 hardened ships and manifest expert combat skills simply in order to participate in Powerplay at all.
You wouldn't though- its more about knowing when to run. For example my ship of choice for murdering in the BGS was an unengineered Clipper, and that was for escapes.

The balancing act is making PP2 areas dangerous in a logical manner, and linking more viscous responses from NPCs to players who are doing the most against another power.
 
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