Friends rage quit today afer running out of fuel.

I'm all for making elite a more dangerous place, the harsher the better. That said, I still think they should bring distress calls back. It at least adds some interesting gameplay to what would otherwise just be a guaranteed explosion. But if reintroduced I think there should be significant risk attached to using them. I imagine it's likely pirates would get to you well before anyone helpful. Someone suggested earlier in the thread distress beacons that players could respond to. That would be awesome as well. It would turn an event in which there was no possible gameplay into an event in which there was at least some game play involved, especially if it was players the distress beacon called, in which case true they might just blow you up, and probably will, but maybe just maybe you're good at talking yourself out of trouble, or miraculously someone beneficent comes along. I think it could be fun.
 
Mentioned earlier, would be nice if there was real missions that other players could take where you could repair or refuel ships in need.

That said, a fuel scoop is under 1000cr. And I still don't get this throwing toys out of pram behavior instead of just accepting you learned something and moving on.
 
Whilst I agree the distress call should function without needing to drain all fuel, I think getting in a rage and quitting a game because he was at fault for running out of fuel - something that cannot be the fault of the game - and lost "a few hours" game time is worrisome.

Suggest to your friend that they not take games so seriously. Perhaps some outside time might be a good idea.

It's the equivalent of losing a game of chess because of one stupid move, then throwing a tantrum and pushing all the pieces off the board, in lieu of learning from the mistake and endeavoring not to repeat it. Not an endearing quality.
 
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Really? what is it with these lol. I promise 100% this will happen to you. one day. It will happen to me. although I hope it's when I'm exploring way way way out and someone really messes up my fuel scoop in a fight. That way I have a better excuse.

No. It simply won't.

Oh by the way. You a BSG fan? I will admit I still re-watch the episodes. Love the show. My Computer/game-room is a mini CIC (in the V-birth of our sailboat LOL. Yep and I'm in my 40's LOL.

Oh what gave me away? :rolleyes:
Yes it is one of the best shows out there, I lost count how often I watched it... watched the originals only once though, not exactly my generation ;)
 
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I agree that some mechanics could be better explained, preferably ingame. That being said, your friend should readjust his/her attitude. This game will not lead to quick success and penalties can be hard indeed. Maybe this game is not for your friend in the end? Because rage-quitting for something minor like forgetting to re-fuel sounds like your friend will suffer even more later in the game, when he/she gets impatient and boosts his 10million credit ASP into the station walls.
 
How in the hell is anyone supposed to do anything if they run out of fuel? The only option is to self destruct. My friend was new but got so frustrated that he had to loose a few hours worth of work because he cannot do anything but sit there no station around. no distress call. I'm sure this is happening to a lot of new players. And I have been playing since beginning of beta and can still see a possible time this might happen if I tried to go long distances without a scoop. With the cost of bigger ships this could be devastating. End the end it is still a game and taking the distress call out has ruined it for some.

I honestly don't see this as an issue.

No offence to your mate but fuel is really really simple to manage, it's a bar on your HUD that goes down as you jump, it even tells you how much the next jump is going to use.

And for people that can't cope or for people going long, buy yourself a fuel scoop.

I'd rather the onus be on the pilot not to do stupid things rather than allow then to do so and provide a safety net, I think it results more interesting and more engaging gameplay.

I completely disagree that taking out the distress call has ruined the game, to be blunt I think that's melodramatic nonsense.
 
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Distress beacons are pretty silly really - I mean, I could be 1000s of light years from inhabited space, run out of fuel, and hit the distress beacon and the roadside assistance turn up and tow me home ? Er...no.
 
This might be the reason why the button was removed. A heavily armed ship can just sit there, call in ships for target practice, blow them all away and most likely accrue massive amounts of bounty and then simply allow a friend to pop him. Then they swap roles.
 
Distress beacons are pretty silly really - I mean, I could be 1000s of light years from inhabited space, run out of fuel, and hit the distress beacon and the roadside assistance turn up and tow me home ? Er...no.

Sure, self destruct is quiet clever... Also read again no one is asking for an easy way out, self destructing is the easy way.

Self destruction should never be a solution, unless may be to protect some information inside your own ship or if you are to lazy to deal with your current situation. All we need is some mechanics that would let the player deal with his problems (not only fuel) differently than just blowing himself up which is pretty stupid.
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commanders!

The pre-release mechanic for a distress signal was removed when fuel scooping came online. Its implementation at that time was always placeholder, open to abuse and underwhelming.

However, we would like to see a return of a distress signal system, as long as its rules are reasonably robust and comprehensive. This means taking into account player-to-player interaction potential, the affects of distance from populations and so on (using a distress signal should have its own risks and permutations).

I'm not going to give any ETA; at the moment it's not on the immediate to do list.

But it is definitely in the big pot of "potential updates that make the game better".

Hope this helps clarify things a little.
 
Hello Commanders!

The pre-release mechanic for a distress signal was removed when fuel scooping came online. Its implementation at that time was always placeholder, open to abuse and underwhelming.

However, we would like to see a return of a distress signal system, as long as its rules are reasonably robust and comprehensive. This means taking into account player-to-player interaction potential, the affects of distance from populations and so on (using a distress signal should have its own risks and permutations).

I'm not going to give any ETA; at the moment it's not on the immediate to do list.

But it is definitely in the big pot of "potential updates that make the game better".

Hope this helps clarify things a little.

Thanks for the feedback, it's defenitly good news!
 
Hello Commanders!

The pre-release mechanic for a distress signal was removed when fuel scooping came online. Its implementation at that time was always placeholder, open to abuse and underwhelming.

However, we would like to see a return of a distress signal system, as long as its rules are reasonably robust and comprehensive. This means taking into account player-to-player interaction potential, the affects of distance from populations and so on (using a distress signal should have its own risks and permutations).

I'm not going to give any ETA; at the moment it's not on the immediate to do list.

But it is definitely in the big pot of "potential updates that make the game better".

Hope this helps clarify things a little.


Really sad to read that, specially when even you, Sandro, say there's potential of player interaction, which we really need more in the game right now.

Anything that adds player interaction should be the main priority, we have "everything" for solo'ing (on solo and multi), but player interaction is lacking a bit (coop and well, ofc, pvp).
 
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i know what you mean but i searched the the whoile system i was stuck in i cladly paied for fuel more then average but there was no way.
 
Makes me wonder why the heck didn't they refuel their ship before heading to next step of voyage. Kinda daft, imo.

But yea, would be nice if the distress call was there to be used, I guess.

I ran out of fuel 2 days ago, it was the first day I've ever played. I didn't even understand how the fuel system worked or what the little bars with the long bar over the top represented. I still don't under stand what the 0.90 h/r thing is next to it.

I found it pretty annoying but I've learnt what it means now.

So no. not really daft at all.
 
Hello Commanders!

The pre-release mechanic for a distress signal was removed when fuel scooping came online. Its implementation at that time was always placeholder, open to abuse and underwhelming.

However, we would like to see a return of a distress signal system, as long as its rules are reasonably robust and comprehensive. This means taking into account player-to-player interaction potential, the affects of distance from populations and so on (using a distress signal should have its own risks and permutations).

I'm not going to give any ETA; at the moment it's not on the immediate to do list.

But it is definitely in the big pot of "potential updates that make the game better".

Hope this helps clarify things a little.

How about the idea of search and rescue, if you enable fuel transfer between ships, a distress call may not be needed if people can contact others for help, and the instancing gets sorted so players can meet up.
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commander CloneWarrior85!

At this point in time, we'd rather work on getting player wings up and running, which are entirely focused on player-to-player interaction.

But one of the exciting things about Elite: Dangerous (for me, anyway) is the potential to add, over time, additional elements to improve the game experience, as opposed to having to work within a more conventional, "ship the game, move on to the next" attitude.
 
A basic fuel scoop costs very little, less than 400CR from memory.

I like the idea of being able to transfer fuel though, " Ok Commander I'm here to rescue you, I'll fuel you up for <insert exorbitant price here> " :D
 
Hello Commanders!

The pre-release mechanic for a distress signal was removed when fuel scooping came online. Its implementation at that time was always placeholder, open to abuse and underwhelming.

However, we would like to see a return of a distress signal system, as long as its rules are reasonably robust and comprehensive. This means taking into account player-to-player interaction potential, the affects of distance from populations and so on (using a distress signal should have its own risks and permutations).

I'm not going to give any ETA; at the moment it's not on the immediate to do list.

But it is definitely in the big pot of "potential updates that make the game better".

Hope this helps clarify things a little.
I just got caught out by this big time. I spent the last 3 hours exploring, using a fuel scoop as required. On my way back to a station, literally one jump away from home, I get low on fuel. I try to scoop from the star... but can't! After a lot of web searching it seems that T Tauri stars can't be scooped... so glad this was clearly explained in the fuel scoop tool tip v_v.

Now with the distress call gone I have run out of fuel and will soon run out of oxygen, and as far as I can tell there is nothing else for it. While I get what has happened now, for the last hour or so I thought it was a fuel scooping bug. IMO restricting which stars can be scooped without clearly explaining the mechanics for this when you purchase a scoop is a very bad idea (the tooltip is like "Fly close to the sun with an active fuel scoop to collect fuel.". I am now very annoyed at having wasting that last 3 hours of my life as I honestly don't see how I could have been expected to know that certain stars types can't be scooped from based on the information provided.
 
Hello Commander CloneWarrior85!

At this point in time, we'd rather work on getting player wings up and running, which are entirely focused on player-to-player interaction.

But one of the exciting things about Elite: Dangerous (for me, anyway) is the potential to add, over time, additional elements to improve the game experience, as opposed to having to work within a more conventional, "ship the game, move on to the next" attitude.

I know that Sandro, and no one said you guys won't be adding new stuff over time(did we? :p), and i believe every single person in here is eager for the Wings and sharable missions (coop so to speak).


But we can't denny some decisions are poorly made, we're humans, we all make them, but listening to others usually helps us see them and fix them, right? ^^

We all saw how the distress signal was abused, but everyone gave valid simple ideas to fix it, from many one simple one was a delay timer (would it work? only testing would tell).

Keeping it would fix some issues for now, while keeping everything fluctuating while the dev team works on other things first :)



Also, damn you :c you made me blush for answering me Dx


EDIT: I don't expect things to change :p you guys have to follow your schedule no matter how much we complain, but it's worth a try, no? ^^
Personally speaking, i can't wait to see distress signals laying around on systems... but what is inside them? A poor commander in need of help? Or is it a pirate trying to make some bucks? :p
 
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