rather sooner than laterbut, is there anything designed, planned and to be released sometime post 1.2 that would add depth to ED?
For the longest time I had no idea they'd even removed them, I thought people were just having a hard time finding them because they were inherently rare. It took a lot of work creating all those modules and it felt like it had all gone to waste and no one even told me. In any case the new system should be way better and can apply to everything, not just weapons. So you might find a shield generator that generates a much more powerful shield than normal but say isn't as resistant to collisions or something.
It is pretty worrying.
I mean, a designer not being told that a specific gameplay element was outright removed does raise a few red flags.
At least the reason why the change was made was explained, and the fact that they are being open about this communication mishap is a very positive thing, especially in an industry where developers would rather alienate the fanbase rather than admitting any mistake that they made.
For the longest time I had no idea they'd even removed them, I thought people were just having a hard time finding them because they were inherently rare. It took a lot of work creating all those modules and it felt like it had all gone to waste and no one even told me. In any case the new system should be way better and can apply to everything, not just weapons. So you might find a shield generator that generates a much more powerful shield than normal but say isn't as resistant to collisions or something.
I can speak clearly because we've designed it, but that's as far as it's gotten I'm afraid. I just wanted people to know that despite the variants being gone (for most people) that we were looking at a better way to handle them in future. I've deliberately not gone into too much detail about it because it's incredibly subject to change and/or won't even happen but I have the hope that it will see the light of day at some point. I just don't know when.
Similarly, would be absolutely grand that if the station you were sent back to on dying didn't supply them, you lost that particular item (though not necessarily the cash) and had to go back to a standard one. Would give people a pause as to whether dying all the time was a good thing! - Making you watch your six and be wary of things.
That's probably not a fair question to ask Mike.
I can speak clearly because we've designed it, but that's as far as it's gotten I'm afraid. I just wanted people to know that despite the variants being gone (for most people) that we were looking at a better way to handle them in future. I've deliberately not gone into too much detail about it because it's incredibly subject to change and/or won't even happen but I have the hope that it will see the light of day at some point. I just don't know when.
Finally........a proper answer to one of the most asked weapon questions on the forum....Thank You Mike Evans !!!!
I do not mind the timeline for them, just that they are coming back in is fabulous news in itself, plus the little snippit of juicy news you gave us on the future possible module and weapon variants is welcome to many many players wondering what to do with their credits.
Now if Mike could just give us mere mortals an idea if the Large Class 3 and 4 Multi Cannons will ever make it into the game all my wishes will be granted...???????
Pretty please Mike.....with sugar on top and the possible bribe of pizza's and beer...????????
Are they likely to even exist in the game in the foreseeable future Mike.....?????
Hold on a sec here. As a developer myself (web applications, not game) I can tell you that there were many times that parts of a design were dropped due to one reason or another (too complex, won't fit within the deadline, too expensive...). This decision was made by the client and I don't recall them ever running back to inform the designer or run and tell their future user base. Same thing when the client is making decisions during design phase. I'm part of the project but I don't get informed on the back on forth on that phase (don't want to know either. I've been on projects where I've been both the designer and the developer. It's easier being the developer. None of this 'move this over here... no that doesn't work... move it back... no... move it over there... no.. it should be blue'. )![]()
Sometimes these sections are planned as a later phase of the project. That's just the way it is. Something was causing concern on the overcharged weapons, during beta, that forced FD to remove them (for the time being). As Mike indicated there is a chance that these issues will be addressed and the overcharged weapons could return... Maybe!
BTW; it is always a pleasure working on a project with a Designer. It gives me a perfect model of what is desired.
For the longest time I had no idea they'd even removed them, I thought people were just having a hard time finding them because they were inherently rare. It took a lot of work creating all those modules and it felt like it had all gone to waste and no one even told me. In any case the new system should be way better and can apply to everything, not just weapons. So you might find a shield generator that generates a much more powerful shield than normal but say isn't as resistant to collisions or something.
Frontier Dev said:Here's some info for you guys (we gather you like it when we share stuff with the community).
Community said:We're shocked by your internal communication issues
Frontier Dev said:
[wishes he'd never posted]
I love people commenting like they never do large mistakes themselves every single day @work. Really....