See, this makes me laugh. And this is totally not a dig at you, Tinman. But this kind of comment is indicative of the major things I see wrong in Elite: Dangerous.
Issue: Can't trade between players.
Solution in the Design Document:
Player to Player Trading
- Players can trade directly with each other
- The player trade interface is available when both players are docked at the same market
- The player trade interface is available when two players dock ships
- The player trade interface is a secure swap allowing players to transfer credits/cargo
- Both players must accept the trade before it occurs
- Acceptance must be redone by both parties after any change in the trade
- Trading occurs in real-time and can be interrupted (for example by being attacked) unless taking place at a space dock
- Either player can cancel the trade at any time up to the point both agree
Solution in actual game: Allow players to drop cargo in space and not have it flagged as stolen. Scoop cargo.
"Woohoo! Check 'player trading' off of the feature list, guys! We got this in the bag!"
This "first-pass" proof of concept type feature implementation is what is going to kill this game.![]()
Once you get player to player trading, you end up with Credit Farmer Spam and all the garbage they bring into games.
Once you get player to player trading, you end up with Credit Farmer Spam and all the garbage they bring into games.
Yes of course, a multiplayer game with no player interactions
What a nonseense
You folks think this is 1984 for real
Scarebears
See, this makes me laugh. And this is totally not a dig at you, Tinman. But this kind of comment is indicative of the major things I see wrong in Elite: Dangerous.
Issue: Can't trade between players.
Solution in the Design Document:
Player to Player Trading
- Players can trade directly with each other
- The player trade interface is available when both players are docked at the same market
- The player trade interface is available when two players dock ships
- The player trade interface is a secure swap allowing players to transfer credits/cargo
- Both players must accept the trade before it occurs
- Acceptance must be redone by both parties after any change in the trade
- Trading occurs in real-time and can be interrupted (for example by being attacked) unless taking place at a space dock
- Either player can cancel the trade at any time up to the point both agree
Solution in actual game: Allow players to drop cargo in space and not have it flagged as stolen. Scoop cargo.
"Woohoo! Check 'player trading' off of the feature list, guys! We got this in the bag!"
This "first-pass" proof of concept type feature implementation is what is going to kill this game.![]()
Yes of course, a multiplayer game with no player interactions
What a nonseense
You folks think this is 1984 for real
Scarebears
See, this makes me laugh. And this is totally not a dig at you, Tinman. But this kind of comment is indicative of the major things I see wrong in Elite: Dangerous.
Issue: Can't trade between players.
Solution in the Design Document:
Player to Player Trading
- Players can trade directly with each other
- The player trade interface is available when both players are docked at the same market
- The player trade interface is available when two players dock ships
- The player trade interface is a secure swap allowing players to transfer credits/cargo
- Both players must accept the trade before it occurs
- Acceptance must be redone by both parties after any change in the trade
- Trading occurs in real-time and can be interrupted (for example by being attacked) unless taking place at a space dock
- Either player can cancel the trade at any time up to the point both agree
Solution in actual game: Allow players to drop cargo in space and not have it flagged as stolen. Scoop cargo.
"Woohoo! Check 'player trading' off of the feature list, guys! We got this in the bag!"
This "first-pass" proof of concept type feature implementation is what is going to kill this game.![]()
I never played a game where I haven't thought that. So far frontier have said they will continue to develop the game, so it could be an entirely different beast a year or two from now.Hi All,
I really like Elite, but i think it could be so much better.
From the looks of things faction reputations aren't going to be enforce to that degree and pilots will have some flexibility on which side they will join.1) You had huge dogfights with dozens of players on different factions.
2) People could pay for escorts from other players when transporting high value goods.
Maybe not 24 players but we already seen a demonstration of a small team I think 3 or 4 of players taking down a capital ship at the premiere, this may scale up over time, I have yet to see a capital ship in game,3) A sort of Raid system would be good where players can group up in a 24 player instance where you all have to fight a wave of invading NPC enemies and then defeat a powerful 'Capital Ship' or similar for 'Loot'.
Player interaction will change over time/patches/expansions, and credit selling will be one of the things they will take into consideration when they make these changes. People should earn their ships, not drop money and buy an Anaconda as soon as they purchase game or get tired of playing the actual game.
I pointed out something that has happened in many many games, and somehow you think this is... as you say "Nonseense" lol? 1984, scarebears, what are you babbling about.....
Not at launch. Frontier have said the game will continue to deliver content post launch.This is true.
None of the features needed to support this are implemented. You can't set up contracts with players, you can't pay players, you can't group and slave your FSD with players to keep your escort group together.
Boss battles? Seriously? I think you have the completely wrong idea about this game.Umm, no. USS encounters right now do not offer any kind of multi-wave assaults followed by a boss battle with loot. And the USS encounters that do exist aren't exactly balanced for coop play. At all.
It's a personal taste thing. People are allowed to have different tastes and think Eve is not the greatest contribution to gaming since time immemorial. I understand that is really hard for Eve fans, so maybe they should just go play Valkyrie.People say that like its a good thing. The attitude towards EVE here is in equal parts amusing and saddening. There are plenty of great things that Elite could take from EVE Online, and plenty of things they probably shouldn't. To look at the entirety of EVE's features and dismiss them all though, "NO! That's in EVE! BAD! It doesn't belong here!"
That's just crazy.
Feature locked for release, not for the rest of time. FD have said there will be constant updates but just ignore the facts to suit your narrative, right?They already said gamma is featured locked. Just bug fixes and polish until release.
This is it. What you see is all there is.
There are network limitations that will never make you meet a massive number of people at once in this game. There is no dedicated centralised server hosting players. There *are* thousands of players online. And they affect the world. All of them. But you cannot meet a great many of them. The usual limit is 32 for this kind of connection.
In Elite you will have to make the raid, as opposed to have a raid made for you. You have to make the initiative, it is not the kind of game that allows you to be passive.
It's always funny when someone says this and then there's all of these other seemingly impossible games that are already doing this, and have been for a long time.
There's no 32 player limit. I've played MANY 64 player Battlefield games. There's far less environment rendering in this game, and literally no atmospheric, score, or otherwise "interactive" elements to deal with.
In fact, I've played 64 player games with fully-rendered environments, tanks, helicopters, motorcycles, guns, missiles, planes, huge buildings, a score board, chat functionality, mic functionality, squad functionality..... you know, those things that make a multiplayer game MULTIplayer.
I've played SWTOR with 50+ people in the same area, chatting away, joining groups, going on raid parties, exchanging items.... the list goes on.
This game doesn't have to have ALL of those elements... but it needs SOME and right now it has NONE.
It's always funny when someone says this and then there's all of these other seemingly impossible games that are already doing this, and have been for a long time.
There's no 32 player limit. I've played MANY 64 player Battlefield games. There's far less environment rendering in this game, and literally no atmospheric, score, or otherwise "interactive" elements to deal with.
In fact, I've played 64 player games with fully-rendered environments, tanks, helicopters, motorcycles, guns, missiles, planes, huge buildings, a score board, chat functionality, mic functionality, squad functionality..... you know, those things that make a multiplayer game MULTIplayer.
I've played SWTOR with 50+ people in the same area, chatting away, joining groups, going on raid parties, exchanging items.... the list goes on.
This game doesn't have to have ALL of those elements... but it needs SOME and right now it has NONE.
Indeed.It's always funny when someone says this and then there's all of these other seemingly impossible games that are already doing this, and have been for a long time.
There's no 32 player limit. I've played MANY 64 player Battlefield games. There's far less environment rendering in this game, and literally no atmospheric, score, or otherwise "interactive" elements to deal with.
In fact, I've played 64 player games with fully-rendered environments, tanks, helicopters, motorcycles, guns, missiles, planes, huge buildings, a score board, chat functionality, mic functionality, squad functionality..... you know, those things that make a multiplayer game MULTIplayer.
I've played SWTOR with 50+ people in the same area, chatting away, joining groups, going on raid parties, exchanging items.... the list goes on.
This game doesn't have to have ALL of those elements... but it needs SOME and right now it has NONE.
It's always funny when someone says this and then there's all of these other seemingly impossible games that are already doing this, and have been for a long time.
There's no 32 player limit. I've played MANY 64 player Battlefield games. There's far less environment rendering in this game, and literally no atmospheric, score, or otherwise "interactive" elements to deal with.
In fact, I've played 64 player games with fully-rendered environments, tanks, helicopters, motorcycles, guns, missiles, planes, huge buildings, a score board, chat functionality, mic functionality, squad functionality..... you know, those things that make a multiplayer game MULTIplayer.
I've played SWTOR with 50+ people in the same area, chatting away, joining groups, going on raid parties, exchanging items.... the list goes on.
This game doesn't have to have ALL of those elements... but it needs SOME and right now it has NONE.
I think even if it was a bit more EVE Online would really benefit the long term prospects of the game.