PC Gamer Article on 1.2 Wings

32 player instances, multiplayer online game, 4 player squads... Seriously? What is this 1996? What am I playing Golden Eye or Duke Nukem? What is the purpose of multiplayer when we are stuck with only 4 in a wing? Multiple wings great... They can't talk to one another. So this means If I have more than 4 friends online any other after the forth is left at the bus stop? And 4 players only for a USS? Honesty who even bothers with them when you can bounty hunt in a RSE and make ten times more. Or trade and makes millions more. And for what? Crappy cargo that takes forever to scoop up? Grouping through the private groups now is way better than a silly 4 man wing. The only difference is you can't see the other wingmans health. And with the current UI do I honestly want a stacking of 3 other ships cluttering my screen? I was hoping the wings update would bring me back to Elite, but as this stand it's just only keeping me away. And I am not even including the inevitable horror that the day one patch will introduce (1.1 is the standard I am basing these guys patches at). Maybe in 6 months or so I may return to this game, but for now I will just pop in to see if any thing INTERESTING is actually happening.
 
That would remove any chance of two wings duking it out....

They could still duke it out, but one wing would need to finish the other before more wings were allowed into the instance. If me and 1 other pilot were flying Vipers and we were against 4 other players who were flying Asps and Cobra's, it wouldn't be fair to allow the Asp/Cobra team to invite more players into the instance until our current confrontation had concluded. Maybe me and my friend wipe out the 4 opposing players, just the two of us. But we certainly wouldn't wipe them out if you allow Asp and Cobra group to invite 4 more of their gank buddies into the instance. In fact, we would have no chance at this point.
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You cannot allow gank squads to rule the day in open, you have to give the lone wolf and small group guys a chance or else you run will run them out of the game and the gank squads get will get bored because they have nobody else to fight and they leave too. I have seen this happen in other hardcore online games.
 
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Case in point: pirate killing missions.

How it works now: you take a pirate killing mission and the game increases the odds that any USS will contain pirates for you only.

How it should work #1: the background sim determines that piracy is on the rise and increases the number of USSs in the system that will have pirates in them for everyone. The same BG sim trigger that increased the pirate USS also causes more/higher paying pirate killing missions to be on offer in the system.

How it should work #2: There are no "USS". There are persistent NPCs and traders in the system, everyone sees them in SC, the background sim determines that more pirates are needed so we all see lots of pirates interdicting NPC and player ships, anyone can interdict the pirates or drop at wakes to help out. This additional pirate activity triggers suitable mission availibility.

Precisely. Number two there is exactly how it should work. NPC's shouldnt feel like randomly spawned scenery that vanish the second you aren't looking. I haven't actually checked in game you, but when an NPC FSD jumps away, can you wake scan and follow it or does it just despawn? Because simply despawning at that point is exactly the opposite of what I bought this game for.
 
Sandro Sammarco said:
"It allows multiple wings to be present at any given location and it prevents a single wing from being able to completely dominate through sheer numbers," says Sammarco of the pilot cap.
Question:
How can you possibly "own" or "dominate" a system, considering all systems are fragmented through instancing?
And how is that even possible if everybody can safely enter the same system in solo or group play? or just jump out, in, and get another instance?
Besides that, "dominating" an instance (!) of a system brings absolutely zero changes to that system, right?
 
The wing of 4 is a great opportunity for collaborative haunting and pirating.
On the other hand I am somewhat concerned about the 4guys gang scaring traders in a specific system.
Hope Frontier will have apropriate answers to that threat. I don't wanna be forced into group/solo play.
So for lone traders hiring NPC wings and/or much more intense activity of System Security is to take place also.
(Only.... hiring wings will cool down my profits 8-( )

Regards,
Miklos

A 4 man pirate gang will likely have quite the collective bounty, and attract a 4 man hunter group to take it down, it wouldn't be able to 'terrorise a system' for long...
 
Another point is a 4 player pirate wing vs 1 trader and 3 defenders will lose to the python flying pirate stat guys.

A single trader has zero chance against a python with max everything so against 4 of them? Even less. Pirates will take everything 'cos 4 bays aren't going to fill themselves. The only way to take out those 4 pythons is with another 4 pythons.

The addition of the python was the biggest mistake by far.
 
Wouldn't it be an excuse to form a squadron and remove them from the system, then leave a Wing behind to help the local NPC police force keep the peace ? Think of the RP value alone and the cooperation, protecting a trade route, getting kudos from traders and new players. So much of the scale of Elite could be lost to confining a lot of it to harder USS missions and small Wing teams with small scope. Even a fleet removing the local Mafia faction and allowing the other minor faction to build up could be possible, then maybe system expansion too. Safety in numbers, many hands make light work, too many cooks spoil...oh wait, don't want to use that one...

...This issue keeps coming up but is utterly irrelevant. A big group of players working together could own Lave. In ONE of it's instances. Doesn't stop several other versions of the system spawning parallel...
 
Another point is a 4 player pirate wing vs 1 trader and 3 defenders will lose to the python flying pirate stat guys.

A single trader has zero chance against a python with max everything so against 4 of them? Even less. Pirates will take everything 'cos 4 bays aren't going to fill themselves. The only way to take out those 4 pythons is with another 4 pythons.

The addition of the python was the biggest mistake by far.

Traders have nothing to fear from any of this because as a trader you can go scope out a remote portion of civilized space (less than 5 players visiting in 24 hours) and make 10's of millions per hour depending on your ship and you will never encounter another player the entire time. Wings will only change what players experience in the heavy activity systems such as Lave. and that is only if you play in open mode.
 
Sandro mentions "fuel exchange limpets", if these have to take up Internals, then a "fuel scoop with limpets" would be the sensible and logical equipment upgrade. Using a whole slot for just fuel limpets is a bad idea. I assume that there would then be four to six limpets, each transferring a ton of fuel.

I really want to see:-
  • Multiple admins for private groups
  • Naming of private groups (and wings) - moderated or not.
I'd like to see:-
  • Friends on the Galaxy Map.
  • USS's being less "U" and more "I". Identifiable Signal Sources, even if it requires a "signal scanner" utility slot item. Debris Field Signal Source, Weapons Fire Signature, Ship Transponder Signal, Ship in Distress, etc. then at least you have an idea if it is worth leaving super-cruise.
  • Plot route to friend. Select a player on your friends list and route to their location.
  • A better way to transfer cargo (or funds) between ships. Logically, all you need is a "Transfer to" as a third option on the cargo menu. If Seeking Luxuries traders can magically take your cargo and give you money without docking or using "cargo limpets" then cargo and money should be transferable between players in the same way. If that incurs GAT (Galactic Added Tax) on each transaction or some other in-game mechanic or requires you to be in station, fine. If I can give people money with my phone now, then doing the same on a spaceship in the 34th Century should be just as easy. GalPay, ZaonceApp?
  • An alphanumeric virtual keypad in the galaxy map for Oculus users (turned on when 3D is selected) - This would complete VR support within the game. Currently this is a pain, as you have to take off the visor to type in system names. I know how big an ask this could be, but if you've played on DK2 then you'll know what a difference this would make.

This (the section in bold primarily, but the rest too), plus a greater degree of supercruise fidelity for a single player (E.g. you drop our of SC, pick up some cargo, engage SC again and enter the same SC instance as before with the same NPCs/players. Should be easy to achieve, simply reserve a player's space in the instance when they drop out of SC, and slot them back in when they re-enter. Remove the reservation if they log out.
 
Nah, I don't care about wings. A lot of people do, though, strangely.. Guess it really is a MMO! Something I always stayed away from, but got trapped eventually, heh. Wanted to play around with a background simulator, with a group of people, maybe, find my purpose in the 'verse, but the thing has the complexity of zoo tycoon and dev's made it abundantly clear that it isn't going to become brighter (nor more engaging) than it is right now. I can clearly see the limits now, the limits, which become apparent, when the game locks itself in MMO shell. Generic everything, community goals, name the station..meh. So, yeah, another lesson learned. Guess I was spoiled by great games of the past and present, where one really has to use imagination, therefore, something as simplistic and generic as ED won't cut it anymore. :D
 
Listen mate, I'm also a trader, at some point, we will have to hire an escort, we will have to down our profit. This is how it was supposed to be since the beginning....

I think it would be great, it would certainly balance trader's income with those who prefer combat, as not only would the trader's vastly superior (unnecessarily so) income be a little impeded, they would also be paying the combat pilots! Though of course an efficient method of CR transfer would be needed before this could work...
 
Why do all games have limits of 4 players? Is that a magical friend-group number? Or a max. on networking-traffic, or is it just "the way to go"?
Multi-player compounds issues logrithmically. One-on-one is an easy subset. Add two more for a total of four and you compound issues with bandwidth, lag, and servers updating positional info in a timely manner for all concerned. More than four can become a rats nest.
 

Robert Maynard

Volunteer Moderator
Multi-player compounds issues logrithmically. One-on-one is an easy subset. Add two more for a total of four and you compound issues with bandwidth, lag, and servers updating positional info in a timely manner for all concerned. More than four can become a rats nest.

Indeed - for two players there require to be a total of three connections - player to player and each player to the server, i.e. (N+1)*N/2. For four players, this is already up to ten connections. For 32 players it is 528.

For each player the number of connections remains as N but the health of the instance relies on all of the connections.
 
If they want to do groups on the fly, they really need to make the in-game chat more accessible/easier to use and practical enough not to lose your target in hyperspace(supercruise) or get blown up in middle of battle.

Yup, the ingame chat is next to useless in it's current form.
 
Indeed - for two players there require to be a total of three connections - player to player and each player to the server, i.e. (N+1)*N/2. For four players, this is already up to ten connections. For 32 players it is 528.

For each player the number of connections remains as N but the health of the instance relies on all of the connections.

Do all of the players actually communicate with each other though? I thought they all communicated via a single "host" player.
 
Give us one good reasone why "We" are exactly what has ruined an MMO, because clearly your statement indicates you are ignorant of what an MMO truely is. You have no basis for your argument. You can already play the game the way you want to play it, but those of us in clans and guilds can't play the game the way WE want to play it. These other MMO games out there that you're so against are successful for a good number of reasons, our ability to bring friends is one of them. This is supposed to be a sandbox yet this attitude is the kind of crap that makes it a controlled environment.

It's this attitude that is ruining elite right here. You clearly deny the advanced and evolution that MMO's have gone through over the years, and think that some of the larger mechanics that support large player groups should be omitted and the rest of us should have to suffer just because for some reason or another you had a bad experience. Really, you are attacking the genre for the genre being the genre it self. Massively Multiplayer Online. If you really have so much hate against this genre, why are you even playing an MMO in the first place!?

Every other game out there is playable the way YOU want to play it. Give the rest of us just ONE freaking game we can play the way we want for god's sake. I don't ujnderstand what MMO's are huh? I've probably played MMO's going back as far as just about anybody here.... and what ruined them was raids. And the fact that you could ONLY play and ONLY progress by constant raiding. The fact that you couldn't play casual and still really be able to get anywhere in time. So if that's how you want to play that's fine.. there are hundreds of games out there for you. Give those of us who like a more casual game with solo and small group play ONE damn game we can play.
 
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