Players losing it all and quitting - sure, their fault but not good for the game.

Well. as said, while i like to have an laugh at the silly person overlooking insurance and then screaming bloody murder that Frontier did not prevent them overspending....

Frontier will make ED better IF IT PAYS ITSELF.

They do not do charity.

Se you all can be the tough winner types all you want, if there is not enough customers there is no better ED game.

So you better are rich tough winner types so you can pay the salaries of the game developers i guess.

Or play Star Citizen and buy your ships with real dollars...

That doesn't mean catering at every whim or whine from people who never were the intentional target.
Just go play something made for ... lazier people, please
 
They are kid gamers who like games with no sense of loss, no challenge and want everything handed to them on a plate.

They make mistakes, pay the price and spit their dummies out.

It is good for the game they leave because it is one less forum moaner who will never post again :)
 
Elite is incredibly bad about presenting important information to players, annoyingly so even, so insurance is easy to miss.

This. One shouldn't have to reach for external methods of learning to play the game. Now, this doesn't mean that our hand must be held or every nuance of every interaction spelled out but, there needs to be a lot more clarity. Highlighting the importance of Insurance and trading capital, before you do something dumb. Better indication of relative module strength, more transparency on how the various rep and influence systems interact (Once it's actually fixed!).

Clarity of design is not hand holding.
 
As it stands, I think the insurance/rebuy mechanism is unrealistic. What insurer would allow you to buy insurance after the incident it is intended to cover?

I think it would be more sensible to make insurance available (as, say, a 10% mark-up on price) at the time of buying ships and equipment (and it could be extended to goods on the commodities market, too). It could be a simple check-box that defaults to checked and which issues a warning if you uncheck it. (If and when you come to sell the insured item, you'd only receive the without-insurance-premium price for it--which is one of the ways the insurer makes their living.)

This model would be much more realistic and would make all new players aware of the insurance issue from the moment they're rich enough to buy their first item. This ensures that the game puts the (informed) decision in the players' hands. It also means that the insurance money is paid up-front.
 
I'd like stations that you are allied to or friendly and that show up as green to give you a bit of leeway if you forget to request docking rather than just blasting you.
 
FD has established this game with funding directly from the players. It generated enough money to develop this game without pandering. Their business model is designed to supply each DLC on the money generated by the players. Time and time again the Boss has stated that they are asking the game they want to play, not necessarily one that everyone wants to play.

I would be disappointed if after the whole design cycle, and the creative process used to bring this game to life were dashed because some players rage quit. I doubt any player can get into and ASP/T6 (the first ships that have a deductible higher than the loan) without losing a ship, or stumbling across the by-back amount getting there. It's a cutthroat galaxy, enjoy the ride.
 
Is it good that people lose everything without knowing that they were in danger? No!

This is really up to them though. The game does now have a manual that explains the basics. Anyone who paid any attention at all the first time they crashed, or has simply looked through all the menus on their ship has see the insurance rating and rebuy cost.
There really isn't any good excuse for not knowing you are in danger.
 
I find it difficult to believe people don't realise they don't have money to cover their rebuy cost unless they have only been playing 5 minutes. Your first death in a sidey is your first clue regarding insurance rebuy costs and you see the rebuy every time you look in your right UI. Anybody who has upgraded beyond the free sidey cannot possibly be unaware of the rebuy costs. You can't even use the "death means nothing in most games these days" reasoning as the rebuy cost is just too obvious in the UI.

I suspect it is more likely they are thinking it can't possibly happen to them and when it does they complain that the game isn't fair because it allowed them to take stupid risks. No message is going to change that as they will just ignore it like they ignore the rebuy cost figure and then complain when the inevitable happens.
 
This. One shouldn't have to reach for external methods of learning to play the game. Now, this doesn't mean that our hand must be held or every nuance of every interaction spelled out but, there needs to be a lot more clarity. Highlighting the importance of Insurance and trading capital, before you do something dumb. Better indication of relative module strength, more transparency on how the various rep and influence systems interact (Once it's actually fixed!).

Clarity of design is not hand holding.

I and the creative process that developed this disagree with you. I see this 'find your own way' to be key to this game. It's inherent in it's design philosophy. It would betray the Founders, Backer et. al. that put this game together. My new motto: 'The galaxy doesn't care'.
 
There is a thing that should be added for this particular case. A very elegant solution that is totally supported by Elite universe lore. A safety net, so to say...
 
I'm not sure FD would agree. Less users = less viable long-term game. The dust is still settling at the moment; and the natural shake-out of users is going on - what you don't want to do is lose people who are your core long-term users in the first 3 months because if you do the game will not recover. Less users means less people to sell stuff to which means the CBA may indicate to FD that they can't continue the game.

long term? If they cant bother to keep an eye en the rebuy or cant handle when things go south then are they long term players?

as it is now its fine, ur the boss of how risky u want it to be, sell out of ur modules, spare ships or earn more creds if ur close to the line. If that fails sell ur ship for a cheaper one.

this is how the game is ment to work, core players would know this :)
 

micky1up

Banned
what ever you put in place it will not stop people flying what they cannot afford to lose then crying about it on the forum
 
Is there any official response to this thread/information?

I'm only planning on buying this game and despite that I am aware of this "Game feature", for me this is a solid drawback and consideration of not buying it. I'm human, with job and family, and not a robot, therefore I can still miss few money units and lose every progression and my time!

Considering, I loved Freelancer back then and newer challenging games like Dark Souls - Is this game worth it, considering this issue (and similar that I'm not aware of)?

Thank you in advance! :)
 
I suggested a warning before launch if Balance was less than insurance - Simples
This.

As it stands, the game is incredibly bad at informing new players about several very important mechanics and concepts, other than through trial and error.

A simple warning when you try to launch that tells you when you don't have enough credits to cover the insurance costs (and makes it clear that this will mean you will lose the ship if it's destroyed for any reason) is all that's really needed.
 
This. One shouldn't have to reach for external methods of learning to play the game. Now, this doesn't mean that our hand must be held or every nuance of every interaction spelled out but, there needs to be a lot more clarity. Highlighting the importance of Insurance and trading capital, before you do something dumb. Better indication of relative module strength, more transparency on how the various rep and influence systems interact (Once it's actually fixed!).

Clarity of design is not hand holding.

This might be a valid point if as much as half the player base had this issue. Why is it that so many of us, presented with exactly the same in-game information as everyone else, were able to process that information correctly and come to the correct conclusion; namely that it is unwise to undock in a ship one cannot afford to replace?

The in-game information is the same for all of us. The only difference lies in our respective ability to process that information. Most of us managed it fine, pandering to those that didn't is the thin end of the wedge.

All of this, of course, is negated by the fact that nobody lost anything in reality. It was just a game. If I land on Mayfair in Monopoly and cannot pay the rent then I have lost. I certainly don't feel the need to petition Parker Bros. in an attempt to get their game made easier. Similarly if I fire at somebody near a station in EvE and the station guns destroy me it is not the game's fault that I did something stupid.
 
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