Revisit the idea of instantaneous transfers

never 😁. In all seriousness, compromises have to be made everywhere. SCO I found to be an acceptable one. Prebuild ships, meh, whatever, borderline. Instant ship transfer is a step too far for my taste. YMMV of course.
So the guiding principle is what HG finds acceptable is acceptable?

In honour (I trust you use the ā€˜u’ in ā€˜honour’, if not, this may not be the language for you ;)) of the Plimsoll line, I suggest Frontier immediately institute the Grokenburger line;)
 
The original question posed to players was:

Should transferring ships and modules to your location take time?

OPTION 1: No, the transfer should be instant.

OPTION 2: Yes there should be a delay of 5 minutes minimum, 100 minutes to cross the human bubble, edge to edge.


After which, around 70% of 40k players voted for option 2. There was no mention of shipping costs in the original thread but some players assumed that it would be cheap with the timer, expensive if it was instant…and we ended up with expensive + timer 😁

…
As you said they didn’t mention prices so why do you assume that we ended up with the more expensive option?

Perhaps I should just log off from the game after setting up the ship transfer and play something else, like has been suggested in the past. Not very helpful when I actually want to play the game.
Not if you aren’t almost at the point where you would have logged off anyway, depending of course how far you are transferring from.
Sometimes I just fancy doing a bit of mining, you know?
Well you are at a station with a shipyard, you can always just cobble up a temporary miner while you wait unless of course you mean mining for stuff rather than mining to shoot at rocks.
So I should know in advance what I will fancy doing and where I should be doing it?
šŸ˜šŸ‘
It is not unknown to think what do I want to do today or even what do I fancy doing tomorrow, even Emperor Ming did it.
 
The only change I would like to see is the ability to transfer my ship from/to without actually being there. The time not so critical. After all it is only the same as "Can you pick up a parcel and deliver to please"
This would allow then you to travel to Colonia knowing that your combat ship would be ready and waiting. Credits used yes but much less tedious without compromising the current gameplay.
 
So the guiding principle is what HG finds acceptable is acceptable?
Well no. That's why I use phrases like "in my opinion" or "your mileage may vary". And that's all we can do here - exchange opinions.
In honour (I trust you use the ā€˜u’ in ā€˜honour’, if not, this may not be the language for you ;)) of the Plimsoll line, I suggest Frontier immediately institute the Grokenburger line;)
I'm all for having ANYTHING named after me ;). Other than that: Forgive me if I mix up the occasional "ou" with a simple "o" or "u". I mostly learned the english spelling, but I may slip up from time to time 😁.
 
As you said they didn’t mention prices so why do you assume that we ended up with the more expensive option?


Not if you aren’t almost at the point where you would have logged off anyway, depending of course how far you are transferring from.

Well you are at a station with a shipyard, you can always just cobble up a temporary miner while you wait unless of course you mean mining for stuff rather than mining to shoot at rocks.

It is not unknown to think what do I want to do today or even what do I fancy doing tomorrow, even Emperor Ming did it.
It wasn’t me doing the assumption, I was just trying to explain the first-post reply in the feedback thread.

Thanks for your replies, but in light of this suggestion thread in the suggestion forum (of having the option to have an instant transfer) I’d rather use my already-built and engineered mining ship.

I hope I’m not in any danger of opening your third eye’s fourth eye, but sometimes a whim comes upon me in a whimsical way and cannot be planned for.

I know, crazy, right?

Apparently wanting the ability to spend a few minutes going to my local station and getting one of my ships and then going about having the fun I want to be having, instead of waiting for a timer or logging off in the meantime, is me wanting a big ā€œI winā€ instant gratification button or that the game just isn’t for me any more 😁
 

Robert Maynard

Volunteer Moderator
This thread is about the option for instant ship transfers.

Sometimes I just fancy doing a bit of mining, you know?

Not flying to where my mining ship is and flying back to where I just fancy doing a bit of mining. Not having my main ship (a Cobra MkIII) permanently fitted for mining on the off chance that I fancy doing a bit of mining.

Just, you know, being able to have my mining ship available when I fancy doing a bit of mining.

I might even be able to cover the expensive cost of the theoretical instant 3D print pseudo-instant transfer by doing that bit of mining. Instead of doing what I currently do, which is sigh and decide not to play at the thing I want to play at because it’ll take 30 minutes to be able to do so 😁
The "Sometimes I just fancy doing a bit of mining, you know?" statement is reminiscent of the situation Michael and Adam used to justify the introduction of instant transfer (as I remember it was something like "what if you're in your Type-9 and want to go to do a bit of combat in a CZ?") - not too long after that, after significant backlash from players (who had been expecting transfers to both take time and cost credits, as that is what had been discussed in the DDF) Frontier chose to run their official ship transfer poll.
 
It wasn’t me doing the assumption, I was just trying to explain the first-post reply in the feedback thread.

Thanks for your replies, but in light of this suggestion thread in the suggestion forum (of having the option to have an instant transfer) I’d rather use my already-built and engineered mining ship.
Having reread the original post of this thread again very carefully I have to say the only option being suggested that I could find was the option to set a countdown timer for ourselves to simulate the no longer present delay.

I hope I’m not in any danger of opening your third eye’s fourth eye, but sometimes a whim comes upon me in a whimsical way and cannot be planned for.
Probably not.
I know, crazy, right?

Apparently wanting the ability to spend a few minutes going to my local station and getting one of my ships and then going about having the fun I want to be having, instead of waiting for a timer or logging off in the meantime, is me wanting a big ā€œI winā€ instant gratification button or that the game just isn’t for me any more 😁
If you say so.
 
The "Sometimes I just fancy doing a bit of mining, you know?" statement is reminiscent of the situation Michael and Adam used to justify the introduction of instant transfer (as I remember it was something like "what if you're in your Type-9 and want to go to do a bit of combat in a CZ?") - not too long after that, after significant backlash from players (who had been expecting transfers to both take time and cost credits, as that is what had been discussed in the DDF) Frontier chose to run their official ship transfer poll.
Aye, and 70% of the 38,045 validated accounts that voted got us where we are today. With FDev sounding the forum out again last year, who knows what may change?

SCO happened after all, and was well received.

Space was big. Really big. You just won’t believe how vastly hugely mind-bogglingly big it was. Now just press ā€œboostā€ 😁
Having reread the original post of this thread again very carefully I have to say the only option being suggested that I could find was the option to set a countdown timer for ourselves to simulate the no longer present delay.
My apologies, I should have specified it was my suggestion in this suggestion thread.
 
Last edited:

rootsrat

Volunteer Moderator
the game just isn’t for me any more 😁
Well, the game works in a certain way and according to certain rules, that the majority of players preferred in the case of timed transfers specifically.

Imagine going to a football game and going "I fancy a game where I can hold the ball in my hands, let's just play football that way from now on!". I mean, handball already exists and does excatly what you want.
 

Robert Maynard

Volunteer Moderator
Aye, and 70% of the 38,045 validated accounts that voted got us where we are today. With FDev sounding the forum out again last year, who knows what may change?
Indeed - or not, as the case may be.
SCO happened after all, and was well received.

Space was big. Really big. You just won’t believe how vastly hugely mind-bogglingly big it was. Now just press ā€œboostā€ 😁
SCO, for those inclined to engineer new modules, introduces a welcome reduction in time when playing the game.

Space didn't get smaller - acceleration in SuperCruise was increased (and superluminal terminal velocity in SuperCruise increased in at least some cases), reducing in-system travel time (but notably not removing it) - and time spent travelling between systems was only reduced by the small increase in range that SCO FSDs offer over existing FSDs possibly, but not always, reducing the number of jumps required for a given voyage.
 
Last edited:
SCO happened after all, and was well received.
not even sco will make you instantly jump the distance. you have to have fuel, potentially watch your heat, possibly correct the ship to not stray off course, deactivate in time to not overshoot...
so
instant transfer? no thx.
something like paying 10x the transfer price to have the ship delivered 10x faster? maybe...
 
Well, the game works in a certain way and according to certain rules, that the majority of players preferred in the case of timed transfers specifically.

Imagine going to a football game and going "I fancy a game where I can hold the ball in my hands, let's just play football that way from now on!". I mean, handball already exists and does excatly what you want.
Aye, and things sometimes get changed - usually for the better, in my opinion.

I’m glad FDev are continuing to revisit and improve aspects of this game, probably my most played game ever and part of a series I’ve been playing since 1984.

SCO, for those inclined to engineer new modules, introduces a welcome reduction in time when playing the game.

Space didn't get smaller - acceleration in SuperCruise was increased, reducing in-system travel time (but notably not removing it) - and time spent travelling between systems was only reduced by the small increase in range that SCO FSDs offer over existing FSDs possibly, but not always, reducing the number of jumps required for a given voyage.
Space didn’t get physically smaller, but I measure those distances in time. Moving across systems in ED takes less time now than it does in NMS 😁

ā€œā€¦a welcome reduction in time when playing the game.ā€ Aye. Imagine that.
something like paying 10x the transfer price to have the ship delivered 10x faster? maybe...
So…an expensive but really quick option, or a slow but cheap option? I think that idea has legs, you know šŸ‘
 
Last edited:
not even sco will make you instantly jump the distance. you have to have fuel, potentially watch your heat, possibly correct the ship to not stray off course, deactivate in time to not overshoot...
And that's the key, I think.

SCO did make travel faster, but it did so in a way that added more gameplay than was previously there and fitted well with what already was there.

Waiting out a clock (in a situation where you aren't in immediate danger) isn't gameplay.

So Frontier either need to:
- remove the clock (as they in effect did for transferring currently unused Odyssey equipment to your location [1])
- make the clock interesting (as they did for SCO)
Either is a fine solution, and the second one is probably better (though also trickier)


[1] Is anyone in favour of ship transfers taking time also in favour of making Odyssey equipment have a defined location (which could be "on one of your ships") and need transferring if you're not currently wearing it? If not, what do you see as the distinction?
 

rootsrat

Volunteer Moderator
And that's the key, I think.

SCO did make travel faster, but it did so in a way that added more gameplay than was previously there and fitted well with what already was there.

Waiting out a clock (in a situation where you aren't in immediate danger) isn't gameplay.

So Frontier either need to:
- remove the clock (as they in effect did for transferring currently unused Odyssey equipment to your location [1])
- make the clock interesting (as they did for SCO)
Either is a fine solution, and the second one is probably better (though also trickier)


[1] Is anyone in favour of ship transfers taking time also in favour of making Odyssey equipment have a defined location (which could be "on one of your ships") and need transferring if you're not currently wearing it? If not, what do you see as the distinction?
I'm a fan of a more simulated universe/world. Some balance have to be there (a good example of total exaggeration is Star Citizen, where every single piece of stuff is physicallised), but for me the more sim in the sim, the better.
The more realistic it is like (within the context of said game world), the better.

I would love if the personal equipment we got in Odyssey was physicallised. Alas. It is not.

One of my biggest disappointments of Elite is actually how much sim I need to do in my imagination, as opposed to in the game.

When I first heard of ED I truly hoped (and this hope was massively fuelled by the nostalgicly flawed memories of FE2 and FFE) we'd get a "space pilot life simulator". And it did feel that way for a while at the beginning, but then it quickly began to get worse.

I love the existing sim elements of ED, but unfortunately for me it takes way too many shortcuts in this regrad. That's why I'm so fiercely opposed to have the remaining bits taken away from me :)

Btw, I 100% agree that idle waiting is not great gameplay, but havin yet another piece of the "life sim" taken away from me is a wrose prospect for me personally.
 
Last edited:

Robert Maynard

Volunteer Moderator
And that's the key, I think.

SCO did make travel faster, but it did so in a way that added more gameplay than was previously there and fitted well with what already was there.

Waiting out a clock (in a situation where you aren't in immediate danger) isn't gameplay.
There's a significant difference though - the player who has initiated the ship transfer got to the dock that they are summoning it to in some way, most likely in another ship. Their ability to play the game is not removed while awaiting the delivery of the ship they chose not to fly to their current location in.
So Frontier either need to:
- remove the clock (as they in effect did for transferring currently unused Odyssey equipment to your location [1])
- make the clock interesting (as they did for SCO)
Either is a fine solution, and the second one is probably better (though also trickier)
Characterising it as an "either or" omits the "leave it as it is, as while it's a problem for some, it's an accepted constraint for others" case - noting that 30% of those who voted nearly nine years ago didn't get what they wanted.
[1] Is anyone in favour of ship transfers taking time also in favour of making Odyssey equipment have a defined location (which could be "on one of your ships") and need transferring if you're not currently wearing it? If not, what do you see as the distinction?
I'd go further back - and treat engineering materials and data differently, i.e. rather than being placed in each CMDR's magic-bag-of-holding that was introduced with Engineering (and subsequently massively increased in size) they'd be deposited with a pan-galactic materials "bank" and withdrawn at need. Materials for synthesis would then need to be withdrawn from the bank to a ship borne ready-use store on the understanding that non-banked materials would be lost on destruction.

Odyssey's handling of suits, weapons and materials is even worse, as there isn't even the pretence that the materials bag-of-holding (that must be small enough to fit inside the CMDR's "escape capsule") is transferred from ship to ship with its CMDR.
 
If someone really has a problem with things transferring immediately, they can impose a timer on themselves and wait for it to count down so they have the joy of waiting for something.

Self-imposed constraints in a multiplayer game just handicap one's self without addressing any underlying problem with verisimilitude. Global (or nearly so) constrains present gameplay challenges to be overcome.

Would your immersion be maintained if there was a suitably believable in-universe explanation for instant transfers?

No such possible explanation. Several things in the game already violate any sense of internal consistency, generally at the expense of gameplay, and I using them them as precedent for more holes will not make my game better.

Do you want them to add a 3 hour cooldown on death while someone hand builds you a new ship or are you OK with the station creating a new ship from thin air for that but not for people who want to use it?

I'd be ok with 'death' being actual death and imposing an account reset for those not able to eject and be recovered in real time, as long as that constraint applied to everyone.

That everyone is playing by the same rules is much more important than the specifics of those rules, but in general, I strongly prefer the more simulationist approach.

Except our ARX ships and dead CMDRs

Aye.

Telepresence.

I'm all for the removal of Arx, the refunding of all money spent on Arx, and the complete removal of telepresence in favor of physical multi-crew only.

It did come out pre-space-legs, we could theoretically remove telepresence (aside from drone fighters) and require multi-crew to be physically present. It'll be fine.

SLFs used to have life support modules (and landing gear, but that's another story) and were clearly intended for physical crew. Indeed, why would a combat done waste mass and power on a cockpit/life support and holographic projectors? Telepresence for SLFs is almost as absurd as the Fighter Hangar's blatant violation of the conservation of matter.

Given that ship transfer was not possible when the game launched, that then begs the question: why is the delay on ship transfer considered to be an impediment to playing now that ship transfer is possible at all - when it was not possible for the first year and a bit of the game's lifespan?

I very much miss the logistical constraints imposed by the lack of ship transfer. Added another dimension to combat and was a consideration that influenced ship choice and loadouts, in a postive way.

Sometimes I think they should've kept the original idea of only one ship at a time. Wouldn't have to worry about transfer then.

I have nothing against the personal ownership of multiple vessels, but such was a major missed opportunity for applying some rational constraints that could have gone a long way toward balancing the pseudo economy and providing more gameplay.

Landing pads/docking space should be extremely expensive, especially anywhere with a large amount of traffic. The rational way around this would be to leave one's extra ships, unpowered and adrift; which could make them vulnerable to destruction, sabotage, or theft...depending on how lazy the CMDR hiding them was when it came to prioritizing convenience over security.

My game has never been enhanced by waiting out a timer.

Time and space are obstacles, but obstacles aren't problems for gameplay, they are gameplay. 'QoL improvements' that diminish the effect of time and space have erased a large portion of the game that I used to enjoy most.

In the past my game was frequently enhanced by competing, logistically, with my character's opponents. For example my willingness to move a combat FDL fifty jumps to a theater of operations when said opponents opted for FASes (which could travel further before needing to compromise combat effectiveness) was often all the edge I needed. Other times, I was bested by those who had a better feel for local outfitting and could get where I was going first, then swap out fuel tanks/scoops for SCBs and HRPs. Later changes isolated combat effectiveness to a narrow subset of the gameplay, and skill sets, that it had previous encompassed.

I hate tanky battles of attrition and that is exactly what elite PvP is if both players are prepared for it (and I don't like seal clubbing either)

1v1 and small wing TTKs are roughly an order of magnitude higher than they were in the early game.

As for preparation, even, or perhaps especially, when I was a fairly hardcore PvPer, I preferred outcomes that were largely decided by preparation and planning. Now they demand an entirely different kind of patience and emphasize a very different skill set.

Indeed we did - however, like the result of the ship transfer poll that Frontier ran, some players don't like the answer.

That's because the answers are frequently wrong.

I think in such discussions, the "realism" arguments fall very short. In addition to the transfer mechanics, we have:
  • FTL travel
  • FTL communications
  • Omniscient C&P
  • Instantaneous refueling, restocking, repairing
  • Zero-time cargo shifting (792t in an instant by... kryptonian Oompa-Loompas?)
  • Death teleportation
  • Telepresence in SLF and SRV
  • Prebuilt ship deployment on-the-go
  • Aether-based newtonian normal space with speed restrictions in... vacuum?
  • The Armstrong Moment vs. The Concourse Run
  • Personal TARDIS pockets for a boatload of materials, weapons, suits
Nothing very realistic or immersive IMHO.

I don't want to see that list get any longer. I'd prefer to start checking features off that list, except those that are absolute necessities for the depiction of the setting and related gameplay. Namely, everything except the first two can go.

I also want to reiterate that verisimilitude and realism aren't the same thing. Even high-fantasy settings benefit from internally consistent sets of constraints and can be highly immersive if they feel like they make sense...even if they include a million things that are categorically impossible in reality.

Please don’t use SCO, it’ll make systems feel much smaller

I'd prefer SCO didn't exist either, but since it does, it's functionally mandatory for some tasks.

That's the problem with multiplayer games...nothing exists in a vacuum and the broader the appeal is the more it has to appear to a lowest common denominator. Which is why we have unlimited money, zero consequence, half-the-game-plays-itself, gameplay.

So the guiding principle is what HG finds acceptable is acceptable?

The guiding principle for the individual is whatever the individual finds acceptable is acceptable.

The guiding principle for Frontier is whatever the accountants find maximizes revenue while minimizing expense is acceptable.
 

Robert Maynard

Volunteer Moderator
Space didn’t get physically smaller, but I measure those distances in time. Moving across systems in ED takes less time now than it does in NMS 😁
Time taken to traverse the galaxy had already reduced significantly by the time that SCO FSDs became available - with Engineering from 2016. SCO FSDs can be considered to be the equivalent of engineering the SuperCruise aspect of FSDs without further complicating engineering.
ā€œā€¦a welcome reduction in time when playing the game.ā€ Aye. Imagine that.
Indeed - in-system travel is part and parcel of playing the game, and the reduction in travel time seems to have been generally well received, which would likely not have been the case if SuperCruise had been removed, and transit time along with it, had the game reverted to the "jump between POIs in each system" proposal that the DDF was initially presented with.
 
Back
Top Bottom